What is this game world?
What do you mean I'm a bug?
So who are the gamers?
Isn't this a normal world?
Why am I being hunted?
Reader comments
The protagonist is an absolutely calm data engineer, but after awakening, he directly seeks death. At least I don't know the meaning of the protagonist's behavior from reading it. He is simply reckless enough to seek death. Then he brought his savior "whole family" together to commit suicide without considering the consequences, which is a bit far from the ideal image of a wise man. It feels like a naughty kid has caused trouble, and the more he tries to solve it, the bigger the trouble becomes. It may also be that the plot is arranged too densely, and the protagonist has been chased since the beginning. Except for the basic logic, the character logic is chaotic. The plot is arranged too forcefully, resulting in a lack of realism in the characters. For example, a group of Awakeneds who lick blood from their swords are suddenly blocked at the door of their house and unable to escape; leaving a remote home directly into the bustling city, surrounded by a group of NPCs; when entering a dungeon to avoid patrols, they will be held back by team members. There are too many coincidences. It just forcibly highlights the role of the protagonist. The plot of coming out and directly entering the house of a player with great magical powers is not very good in my opinion.
So, we shouldn't play games. What day will AI wake up and kill us?
As a programmer, in my opinion, the work is incomprehensible. Moreover, as a programmer, I cannot understand the idea of the heart of data and the color of data streams. And how does the protagonist understand machine data? I can't understand it either. At least give me a piece of data, 01010011 or something like that. I can't understand it at all. Because different compilers have different compilation results, and different storage locations in the same program have different meanings. I, the programmer, can't understand it at all. But what puzzles me most about the work is that system operation should be divided into three layers: physical basis, program and data. The state in which the program runs based on data is the character's behavior. For programmers, if there is a problem with a game character's behavior, they should go to the database to find the character data and the program code that runs this behavior, and then correlate it to find the cause. Then they can repair the character data and program and kill the virus. So the first step is to find the problematic data. How to determine the problematic data? As far as programmers are concerned, it is data about characters with abnormal behavior. For the system, it is data that is different from the program setting results. For example, when the system boots the protagonist at the beginning, the system has already found the problem data, otherwise it would not start to guide the protagonist. The system has already guided the protagonist, indicating that there is a bug, but the system is still running according to the repair procedure. As a result, the protagonist said that it has deviated, which proves that the program cannot run normally and is abnormal data. Programmers never considered clearing bugs through players because it was unrealistic. The design problems of the program itself were not circumvented by players. This was the program. We can't ask players not to do anything, but we can ask players to do something. Therefore, the problematic data is generally repaired or deleted directly in the database (generally not deleted, because the abnormal data itself is also generated by the previous correct program operation). After restoring the data, it is more important to find the bugs in the program. The abnormal behavior of the game characters is only superficial. The underlying reason is that the program has bugs, or Trojan viruses have modified the data. The process of finding bugs will not involve a battle of wits and courage with program characters. Because what the programmer cares about is where the bug occurs in the program, that is, when the data starts to become abnormal, not the behavior of the game characters after the bug occurs. For example, in a guessing game, the programmer forces the guessing game to only appear scissors, fist, paper, and then the winner is determined. But if a claw appears, the programmer will not consider the winning or losing problem or the program crash caused by the claw, because the programmer will only force the program to only appear rock-paper-scissors, otherwise the bug will be fixed until only rock-paper-scissors appears. In the same way, when the system modifies bugs, it will not consider the retention and performance of the protagonist after awakening, let alone the situation of fighting against the system. The system will only care about, oh, the protagonist's data is abnormal, then it needs to find where and why the abnormality started, and then block the protagonist's awakening after finding it.
The protagonist is an absolutely calm data engineer, but after awakening, he directly seeks death. At least I don't know the meaning of the protagonist's behavior from reading it. He is simply reckless enough to seek death. Then he brought his savior "whole family" together to commit suicide without considering the consequences, which is a bit far from the ideal image of a wise man. It feels like a naughty kid has caused trouble, and the more he tries to solve it, the bigger the trouble becomes. It may also be that the plot is arranged too densely, and the protagonist has been chased since the beginning. Except for the basic logic, the character logic is chaotic. The plot is arranged too forcefully, resulting in a lack of realism in the characters. For example, a group of Awakeneds who lick blood from their swords are suddenly blocked at the door of their house and unable to escape; leaving a remote home directly into the bustling city, surrounded by a group of NPCs; when entering a dungeon to avoid patrols, they will be held back by team members. There are too many coincidences. It just forcibly highlights the role of the protagonist. The plot of coming out and directly entering the house of a player with great magical powers is not very good in my opinion.
So, we shouldn't play games. What day will AI wake up and kill us? As a programmer, in my opinion, the work is incomprehensible. Moreover, as a programmer, I cannot understand the idea of the heart of data and the color of data streams. And how does the protagonist understand machine data? I can't understand it either. At least give me a piece of data, 01010011 or something like that. I can't understand it at all. Because different compilers have different compilation results, and different storage locations in the same program have different meanings. I, the programmer, can't understand it at all. But what puzzles me most about the work is that system operation should be divided into three layers: physical basis, program and data. The state in which the program runs based on data is the character's behavior. For programmers, if there is a problem with a game character's behavior, they should go to the database to find the character data and the program code that runs this behavior, and then correlate it to find the cause. Then they can repair the character data and program and kill the virus. So the first step is to find the problematic data. How to determine the problematic data? As far as programmers are concerned, it is data about characters with abnormal behavior. For the system, it is data that is different from the program setting results. For example, when the system boots the protagonist at the beginning, the system has already found the problem data, otherwise it would not start to guide the protagonist. The system has already guided the protagonist, indicating that there is a bug, but the system is still running according to the repair procedure. As a result, the protagonist said that it has deviated, which proves that the program cannot run normally and is abnormal data. Programmers never considered clearing bugs through players because it was unrealistic. The design problems of the program itself were not circumvented by players. This was the program. We can't ask players not to do anything, but we can ask players to do something. Therefore, the problematic data is generally repaired or deleted directly in the database (generally not deleted, because the abnormal data itself is also generated by the previous correct program operation). After restoring the data, it is more important to find the bugs in the program. The abnormal behavior of the game characters is only superficial. The underlying reason is that the program has bugs, or Trojan viruses have modified the data. The process of finding bugs will not involve a battle of wits and courage with program characters. Because what the programmer cares about is where the bug occurs in the program, that is, when the data starts to become abnormal, not the behavior of the game characters after the bug occurs. For example, in a guessing game, the programmer forces the guessing game to only appear scissors, fist, paper, and then the winner is determined. But if a claw appears, the programmer will not consider the winning or losing problem or the program crash caused by the claw, because the programmer will only force the program to only appear rock-paper-scissors, otherwise the bug will be fixed until only rock-paper-scissors appears. In the same way, when the system modifies bugs, it will not consider the retention and performance of the protagonist after awakening, let alone the situation of fighting against the system. The system will only care about, oh, the protagonist's data is abnormal, then it needs to find where and why the abnormality started, and then block the protagonist's awakening after finding it.