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How to Make Good Language Mechanics That Are Reasonably Representative of Real World Language Skills
I've thought about how to make good language mechanics that are reasonably representative of real world language skills without being too onerous to deal with. That's always the problem, both in writing and in, if you're going to use them in these games. I find it very appropriate that like the TV and movies are going towards wanting to create actual languages. And they probably don't need it. Unless you're running a game with all con lingers, most people don't want to bother probably. It's just, it's just, they're much more interested in shooting magic missiles into the dark. Yes.