\
  The most prestigious law school admissions discussion board in the world.
BackRefresh Options Favorite

Chatgpt, please write a short essay connecting 9/11 to Zelda Wind Waker

The events of September 11, 2001, had far-reaching consequen...
terrible moniker
  03/09/25
...
terrible moniker
  03/09/25
...
warlock
  03/09/25
Wow. 180.
Wow 180, tp
  03/09/25
...
gas station hot dog
  03/09/25
Nothing to see here, it’s just a next word predictor. ...
->()(``-
  03/09/25
...
The Last Liberal
  03/09/25
...
martin heidegger
  03/09/25
...
Kenneth Play
  03/09/25
Always a pleasure, number 8
Oh, You Travel?
  03/09/25
...
gas station hot dog
  03/09/25
Is this 4.5? Seems better than 4o
,....,..,.,,,,,..
  03/09/25
Meanwhile Claude 3.7 (a model which is better on most of the...
Mailer Daemon
  03/09/25
Doing well at pokemon would seem to be the sort of task that...
,....,..,.,,,,,..
  03/09/25
Reinforcement learning models trained specifically to play o...
Mailer Daemon
  03/09/25
That doesn’t surprise me because model free RL has str...
,....,..,.,,,,,..
  03/10/25


Poast new message in this thread



Reply Favorite

Date: March 9th, 2025 10:06 AM
Author: terrible moniker

The events of September 11, 2001, had far-reaching consequences on the global stage, not only in terms of politics and security but also within cultural industries like video game development. While it might seem surprising at first, a plausible connection between the September 11 attacks and the development of *The Legend of Zelda: The Wind Waker* for the Nintendo GameCube can be drawn through the impact these events had on the global atmosphere of the early 2000s, particularly the shift in public sentiment and the evolution of creative approaches within the video game industry.

Before September 11, 2001, the gaming world was primarily concerned with pushing the limits of graphical realism. At the time, developers and console makers were all eager to show the potential of the new hardware, particularly with the imminent release of the PlayStation 2 and the GameCube. In this environment, the *Zelda* series, with its established popularity, was expected to push the boundaries of technology, producing a game that focused on realistic, detailed graphics, as had been the trend in the gaming industry. Initially, *Wind Waker* was supposed to adopt a more traditional, realistic aesthetic in line with *Ocarina of Time* and *Majora's Mask*. However, the shock and reverberations of September 11 altered the mood and priorities of both the public and creators, resulting in a pivot in how *Wind Waker* was conceived.

In the aftermath of the attacks, a sense of collective uncertainty, disillusionment, and a yearning for escapism began to take hold. As the world grappled with the terror and confusion brought on by the tragedy, there was a cultural shift toward content that offered comfort, nostalgia, and more optimistic, less gritty experiences. In this context, the creative team behind *The Legend of Zelda* took a step back from the focus on realism that had been so dominant before. Instead of crafting a dark, serious game with hyper-realistic graphics, they chose to embrace a more stylized, cartoonish visual style with the cel-shaded graphics seen in *Wind Waker*. This decision was radical for its time and contrasted sharply with the hyper-realistic trends in gaming.

The use of cel-shading in *Wind Waker* allowed for a more vibrant, colorful world that invited players to immerse themselves in a sense of adventure, wonder, and exploration. It was a stark contrast to the growing somberness and heaviness in many areas of society post-9/11. The game offered an escape into a more innocent, whimsical world, reminiscent of a simpler, more carefree time. Additionally, *Wind Waker's* themes of hope, courage, and the triumph of light over darkness resonated strongly in a world struggling to come to terms with the consequences of terrorism.

Beyond its visual design, the game’s emphasis on the adventure of exploring vast, open seas, discovering islands, and solving puzzles evoked a sense of freedom and adventure—qualities that provided players a comforting break from the harsh realities of the world post-9/11. In this sense, *Wind Waker* became not only a creative milestone for Nintendo but also a response to the global cultural shift, offering players an experience grounded in escapism and optimism at a time when such sentiments were deeply needed.

Thus, the development of *The Wind Waker* can be seen as indirectly influenced by the events of September 11, 2001, in how it departed from expectations and embraced a bold new direction that reflected the changing moods and needs of society. The game’s shift in tone and design mirrored a broader cultural trend toward seeking refuge in more uplifting, fantastical narratives in the wake of real-world tragedy.

(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48729877)



Reply Favorite

Date: March 9th, 2025 4:26 PM
Author: terrible moniker



(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48730905)



Reply Favorite

Date: March 9th, 2025 4:27 PM
Author: warlock



(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48730909)



Reply Favorite

Date: March 9th, 2025 4:28 PM
Author: Wow 180, tp

Wow. 180.

(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48730911)



Reply Favorite

Date: March 9th, 2025 4:32 PM
Author: gas station hot dog



(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48730925)



Reply Favorite

Date: March 9th, 2025 4:42 PM
Author: ->()(``-

Nothing to see here, it’s just a next word predictor. - typical AI critic

(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48730944)



Reply Favorite

Date: March 9th, 2025 4:50 PM
Author: The Last Liberal (🧐)



(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48730969)



Reply Favorite

Date: March 9th, 2025 5:26 PM
Author: martin heidegger



(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48731074)



Reply Favorite

Date: March 9th, 2025 5:50 PM
Author: Kenneth Play



(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48731134)



Reply Favorite

Date: March 9th, 2025 5:35 PM
Author: Oh, You Travel? ( )

Always a pleasure, number 8

(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48731104)



Reply Favorite

Date: March 9th, 2025 5:36 PM
Author: gas station hot dog



(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48731105)



Reply Favorite

Date: March 9th, 2025 6:40 PM
Author: ,....,..,.,,,,,..

Is this 4.5? Seems better than 4o

(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48731247)



Reply Favorite

Date: March 9th, 2025 8:35 PM
Author: Mailer Daemon

Meanwhile Claude 3.7 (a model which is better on most of the non-gamed benchmarks) has been stuck in Mt Moon in pokemon red for like a week

Further proof we didn't need that game journalism and 'criticism' are laughably easy compared to actual gaming, even considering games made for 5 year olds

(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48731645)



Reply Favorite

Date: March 9th, 2025 8:55 PM
Author: ,....,..,.,,,,,..

Doing well at pokemon would seem to be the sort of task that require visual-spatial intuition for guiding exploration. The sort of thing that wouldn’t happen until models are trained extensively on videos. It’s not that Claude is dumb, it’s just doing something that it wasn’t designed for.

(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48731685)



Reply Favorite

Date: March 9th, 2025 10:48 PM
Author: Mailer Daemon

Reinforcement learning models trained specifically to play one game with direct ram access have done no better than Claude, I think they actually plateaued in progress a bit earlier in pokemon rby

(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48731925)



Reply Favorite

Date: March 10th, 2025 1:44 AM
Author: ,....,..,.,,,,,..

That doesn’t surprise me because model free RL has struggled with games like montezuma’s revenge, which is similar. RL works in games where you can easily just try a bunch of random crap and quickly get positive feedback. It struggles in games where you need a prior over how things should work (based on world knowledge) that guides an exploration strategy. You can’t learn games like this from scratch. I still think LLMs are plausibly not far away from learning things like this.

(http://www.autoadmit.com/thread.php?thread_id=5691274&forum_id=2).#48732218)