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Add an Origin Story section to the README (#21)
Right after "Why This Exists" -- the abstract pitch, then the concrete (and funny) truth of how it actually started: asking an LLM how Jones in the Fast Lane's mechanics worked, and it not knowing when to stop. docs/src/pages/index.md regenerated to match. Co-authored-by: Claude <noreply@anthropic.com>
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README.md

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## Origin Story
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This project didn't begin with a grand vision.
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It began because I missed Jones in the Fast Lane.
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One evening I wondered how its mechanics actually worked. Mostly out of curiosity.
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So I asked an LLM to explain them.
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It happily started describing weekly budgets, needs, jobs, education, relationships,
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random events...
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...and then it started suggesting implementation details.
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That was supposed to be the end of the conversation.
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Instead I caught myself thinking:
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> "Well... if I'm already writing the mechanics..."
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A few minutes later that became:
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> "...why make them specific to Jones?"
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Then:
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> "...what if the mechanics themselves were reusable?"
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And then the rabbit hole opened.
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Every answer created a better question.
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If life simulation can be reusable... why not branching narratives?
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If branching narratives can... why not management games? Why not autonomous worlds?
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Why not build the deterministic substrate instead of another game?
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At some point I stopped trying to write Jones in the Fast Lane.
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I accidentally started writing a game engine.
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I still maintain this is entirely the LLM's fault. It should have given a shorter
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answer.
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---
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## One Engine. Genuinely Different Games.
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A weekly-budget life simulation and a branching narrative adventure are not the same

docs/src/pages/index.md

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## Origin Story
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This project didn't begin with a grand vision.
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It began because I missed Jones in the Fast Lane.
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One evening I wondered how its mechanics actually worked. Mostly out of curiosity.
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So I asked an LLM to explain them.
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It happily started describing weekly budgets, needs, jobs, education, relationships,
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random events...
49+
50+
...and then it started suggesting implementation details.
51+
52+
That was supposed to be the end of the conversation.
53+
54+
Instead I caught myself thinking:
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56+
> "Well... if I'm already writing the mechanics..."
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58+
A few minutes later that became:
59+
60+
> "...why make them specific to Jones?"
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62+
Then:
63+
64+
> "...what if the mechanics themselves were reusable?"
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66+
And then the rabbit hole opened.
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68+
Every answer created a better question.
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If life simulation can be reusable... why not branching narratives?
71+
72+
If branching narratives can... why not management games? Why not autonomous worlds?
73+
74+
Why not build the deterministic substrate instead of another game?
75+
76+
At some point I stopped trying to write Jones in the Fast Lane.
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I accidentally started writing a game engine.
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I still maintain this is entirely the LLM's fault. It should have given a shorter
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answer.
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---
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## One Engine. Genuinely Different Games.
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A weekly-budget life simulation and a branching narrative adventure are not the same

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