Which is, you know, you’re the game designer who’s playing God, and players are the ants in your ant farm, and you want to see what they’re gonna do, which is not the correct way to be a good multiplayer designer.
And what makes an MMO, massively multiplayer online game, massive is having the other people there. And they’re so important or else the world feels kind of wrong and dead. But the concept that we have to force you to interact with them to do anything is very off-putting to a lot of people.
Luckily, if you want to do what we’re forced to do and also what I want to do, which is make new IP, you need single-player games. You can launch a multiplayer game with new IP. It’s just extremely hard.
shortening the time to seeing and having that incredible moment and seeing, you know, the true value of the product, for example, in Figma design, can we get you to have a collaborative multiplayer moment?
Agentic and sync are natural complements because local-first is multiplayer by default, and agents are another sort of "player" in addition to human collaborators.
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