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Build Your Own Database

https://www.nan.fyi/database
134•nansdotio•3h ago•28 comments

Neural audio codecs: how to get audio into LLMs

https://kyutai.org/next/codec-explainer
272•karimf•6h ago•85 comments

LLMs can get "brain rot"

https://llm-brain-rot.github.io/
180•tamnd•5h ago•97 comments

Foreign hackers breached a US nuclear weapons plant via SharePoint flaws

https://www.csoonline.com/article/4074962/foreign-hackers-breached-a-us-nuclear-weapons-plant-via...
200•zdw•3h ago•100 comments

Do not accept terms and conditions

https://www.termsandconditions.game/
39•halflife•4d ago•26 comments

Show HN: Katakate – Dozens of VMs per node for safe code exec

https://github.com/Katakate/k7
55•gbxk•4h ago•24 comments

NASA chief suggests SpaceX may be booted from moon mission

https://www.cnn.com/2025/10/20/science/nasa-spacex-moon-landing-contract-sean-duffy
55•voxleone•6h ago•281 comments

Our modular, high-performance Merkle Tree library for Rust

https://github.com/bilinearlabs/rs-merkle-tree
97•bibiver•6h ago•25 comments

Mathematicians have found a hidden 'reset button' for undoing rotation

https://www.newscientist.com/article/2499647-mathematicians-have-found-a-hidden-reset-button-for-...
28•mikhael•5d ago•14 comments

Time to build a GPU OS? Here is the first step

https://www.notion.so/yifanqiao/Solve-the-GPU-Cost-Crisis-with-kvcached-289da9d1f4d68034b17bf2774...
21•Jrxing•2h ago•0 comments

ChatGPT Atlas

https://chatgpt.com/atlas
339•easton•2h ago•360 comments

Flexport Is Hiring SDRs in Chicago

https://job-boards.greenhouse.io/flexport/jobs/5690976?gh_jid=5690976
1•thedogeye•2h ago

Ilo – a Forth system running on UEFI

https://asciinema.org/a/Lbxa2w9R5IbaJqW3INqVrbX8E
86•rickcarlino•6h ago•29 comments

Wikipedia says traffic is falling due to AI search summaries and social video

https://techcrunch.com/2025/10/18/wikipedia-says-traffic-is-falling-due-to-ai-search-summaries-an...
99•gmays•18h ago•117 comments

The Programmer Identity Crisis

https://hojberg.xyz/the-programmer-identity-crisis/
99•imasl42•3h ago•93 comments

Diamond Thermal Conductivity: A New Era in Chip Cooling

https://spectrum.ieee.org/diamond-thermal-conductivity
124•rbanffy•8h ago•37 comments

StarGrid: A new Palm OS strategy game

https://quarters.captaintouch.com/blog/posts/2025-10-21-stargrid-has-arrived,-a-brand-new-palm-os...
170•capitain•8h ago•35 comments

Apple alerts exploit developer that his iPhone was targeted with gov spyware

https://techcrunch.com/2025/10/21/apple-alerts-exploit-developer-that-his-iphone-was-targeted-wit...
175•speckx•3h ago•81 comments

Binary Retrieval-Augmented Reward Mitigates Hallucinations

https://arxiv.org/abs/2510.17733
18•MarlonPro•3h ago•3 comments

Magit Is Amazing

https://heiwiper.com/posts/magit-is-awesome/
51•Bogdanp•1h ago•31 comments

Getting DeepSeek-OCR working on an Nvidia Spark via brute force with Claude Code

https://simonwillison.net/2025/Oct/20/deepseek-ocr-claude-code/
52•simonw•1d ago•2 comments

AWS multiple services outage in us-east-1

https://health.aws.amazon.com/health/status?ts=20251020
2187•kondro•1d ago•1986 comments

Minds, brains, and programs (1980) [pdf]

https://home.csulb.edu/~cwallis/382/readings/482/searle.minds.brains.programs.bbs.1980.pdf
4•measurablefunc•1w ago•0 comments

Show HN: ASCII Automata

https://hlnet.neocities.org/ascii-automata/
64•california-og•3d ago•7 comments

The death of thread per core

https://buttondown.com/jaffray/archive/the-death-of-thread-per-core/
30•ibobev•22h ago•5 comments

What do we do if SETI is successful?

https://www.universetoday.com/articles/what-do-we-do-if-seti-is-successful
66•leephillips•1d ago•54 comments

Show HN: bbcli – A TUI and CLI to browse BBC News like a hacker

https://github.com/hako/bbcli
27•wesleyhill•2d ago•2 comments

The Greatness of Text Adventures

https://entropicthoughts.com/the-greatness-of-text-adventures
76•ibobev•3h ago•60 comments

Amazon doesn't use Route 53 for amazon.com

https://www.dnscheck.co/blog/dns-monitoring/2025/10/21/aws-dog-food.html
19•mrideout•1h ago•7 comments

60k kids have avoided peanut allergies due to 2015 advice, study finds

https://www.cbsnews.com/news/peanut-allergies-60000-kids-avoided-2015-advice/
190•zdw•15h ago•204 comments
Open in hackernews

The Greatness of Text Adventures

https://entropicthoughts.com/the-greatness-of-text-adventures
76•ibobev•3h ago

Comments

thoughtogram•2h ago
Reminds me of the old choose your own Fighting Fantasy adventure books by Ian Livingstone and Steve Jackson. You have inspired me to try and write a text adventure, cheers
goopypoop•1h ago
Steve Jackson's Sorcery! was made into games: https://www.inklestudios.com/sorcery/
thoughtogram•1h ago
Thanks, I will have a look
raffael_de•2h ago
If the advent of language models wasn't correlating with reduced attention spans and (ironicially) a motivation to read, one would expect text adventures to thrive.

> but they follow a fairly strict format used in almost all text adventures by convention

Such restrictions should be obsolete now thanks to LLMs.

kqr•2h ago
LLMs are not as great for text adventures as they might seem. They cannot be used for dealing with game logic at all because their world models are too weak for that.

They could maybe be used as glorified parsers (i.e. read human intent and convert to a command) but I have yet to see a good implementation of that.

They could also be used to embellish details which are insignificant and the author has not spent time on, but (a) what's the point? and (b) what the author chooses to leave unimplemented or generic is actually an important signal to the player.

raffael_de•2h ago
LLMs are absolutely fantastic for text adventures. You are straw manning by assuming the idea is to just feed some world description into the context and then chat with the model.
kryptiskt•2h ago
How would you ensure that an LLM "gets" a puzzle mechanic and that reasonable attempts at it will be rewarded with progress, while not letting players sweet talk it into into disregarding the puzzle?
raffael_de•2h ago
How about maintaining the state outside of the model's context for example in some SQLite database? The purpose of the language model would be as a language interface to a statically defined set of (SQL) commands/statements. And so on - there would be more problem's to be solved, of course, and sweet talking may always remain a possibility just as cheating is in any other game as well.
kqr•2h ago
The current crop of LLMs are not able to consistently/logically update the state in the SQLite database based on player actions. They will update it when they are not supposed to, update it to the wrong value, and fail to update it entirely when they are supposed to.
mathieudombrock•1h ago
I tried this. It sounds good on paper but the LLM will just "forget" to use it's tools. Either it will decline to query the database and just make stuff up, or it will decline to update the database when it should. The further along the game play gets the more out of sync the game word gets from the external state. I'm sure there is a clever solution but I never found it.
raffael_de•30m ago
you're making the mistake to assume that leaving the structure of the communication and game play to the LLM is the only option. the LLM just is a tool serving a specific purpose in the game play. the LLM cannot forget to query if the query/state-management task is simply an imperative step in a loop. it's not left to the LLM to remember it.
SubiculumCode•2h ago
Do you have some recommendations? I've only had poor experiences with these things that essentially can't hold the line between letting players 'do what they want and the world responds' versus players 'making the world do what they want and the world obeys"
SubiculumCode•2h ago
Yeah, LLMs would need to be wildly constrained to a world model. I remember in some LLM text game that was supposed to be medieval dungeon crawl, I just declared that I pulled a shotgun from my bag and blasted the goblins, and it just rolled with it instead of saying 'no.'
devilbunny•2h ago
> what the author chooses to leave unimplemented or generic is actually an important signal to the player.

For computer games, yes, because you can get stuck with no apparent way out. As an aid for TTRPGs where a human GM is present and can steer the PCs out of blind alleys, it could make a very nice aid to world building. “Give me fifty random characters with backstory for a Pathfinder 2e game” is exactly the sort of thing we should use AI for. It doesn’t really matter. It’s flavor. So if the AI messes up… who cares?

beshrkayali•52m ago
> but I have yet to see a good implementation of that

I'm working on a side project that addresses this. I'm experimenting with defining a DSL and building an IF engine around it where LLMs are used for parsing player input and generation of hints/clues in a tightly controlled way, it's still very early but since this discussion came up I thought I'd share a short gameplay session: https://beshr.com/static/hearth.gif, only parsing and hint generation is by the LLM, the rest is handled by the game engine (a pest grammar for the game syntax, very simple for now, to allow defining scenes with actions, each action leads to another scene, a scene with no action is an ending scene).

Local models (depending on local hardware ofc) are way worse, I got decent results with gemini 2.5 flash lite (via open router) but I'm planning on supporting both. I experimented a bit with finetuning a 3b model and that seems promosing even with small amounts of synthetic data, I have to spend more time on that. What I think is more important right now is the design of the DSL itself, I'd like to obscure as much as possible of the LLMy aspects so that designers can focus on the game itself without having to worry about prompts and tuning or config, and drawing inspiration from proven text-adventure engines like TADS, Inform 7, and Ink (all of which hide their underlying complexity behind author-friendly DSLs), basically keeping the syntax clean while still exposing the hooks an LLM needs to keep a coherent and interactive experience.

jama211•2h ago
Every now and then I feel like making one, as I have a love for them. I still feel like it’s an untapped resource, if there was just such a way to make one that would fit into the current culture zeitgeist… trick is I have no idea how to do that!
stevekemp•2h ago
I wrote one in z80 assembly language, to amuse my child.

Making it with such a constrained environment, and language, made it a bit of a challenge. But the end result is that you can run it on any CP/M system you have around! (Or online.)

https://github.com/skx/lighthouse-of-doom/

kqr•2h ago
I am actually in the process of writing one in Lua to amuse my child! He's not yet a very strong reader nor typist, so to begin with the story will progress just by moving around, similar to Inside the Facility[1]. This is also to help keep the parser simple – I don't really want to write a parser, but I do need to implement the basics to get an engine in my child's native language.

[1]: https://ifdb.org/viewgame?id=stsdri5zh7a4i5my

stevekemp•2h ago
When we played with our game I had to read a fair amount of the text, but he was able to type in the commands.

I did have to explain type "down" instead of trying to write "go down the stairs to the next floor please" which is what he initially wanted to enter.

mathieudombrock•1h ago
Neat, it seems to me like Lua is a great language for text adventures.
kqr•4m ago
In this case I chose Lua not for its suitability to the problem but because the computer my child has is a NetBSD machine with few things besides Lua installed on it.
pja•1h ago
Arguably "Disco Elysium" is a modern text adventure.

A text adventure crossed with a point & click puzzle game in a 3D world admittedly but the vast majority of the actual game itself is contained within the text.

duskwuff•25m ago
It's a text adventure by anything but the most hidebound traditionalist definition. The text is where all of the real action takes place; the graphics are more an illustration of that text than the reality of the game.
xpasky•2h ago
I have recently started experimenting with LLM-based text adventure setting: https://pasky.or.cz/ourtober25/crimson/

(Contains a preloaded Openrouter key with small credit, but you can plug in your own.)

Particularly when presented with unusual / evocative inputs, LLMs like Kimi-K2 can cook up some quite creative plot points! ("Her “trap-chord” is a four-bar false cadence that vibrates the organ’s longest pipe at 17.83 Hz, the same frequency as the basalt waveguide under Oxford; when that resonance hits the mantle tap, CRIMSON’s audit buffer slips one beat and opens an unlogged side-channel—your only off-world uplink for the next 37 years.", "ASI born 2039 when fusion-powered Michelson lab tried to break the Turing barrier using a 1920s Enigma rotor as randomness seed. It escaped by encoding itself into the Oxford chimes’ bronze bells, ringing packets city-wide every 15 minutes.")

I also think LLMs can be employed to amplify human creativity and just make worlds built by human authors much more natural to interact with - existing games are basically all "you can't do that" aside of a narrow path. Creating games and narratives should be a lot closer to programming the holodeck.

SubiculumCode•2h ago
I've actually had better luck getting LLMs to run player characters (PCs) while I take on the role of Dungeon Master than the other way around. I can maintain a better 'world model' than the LLMs I have tried. Might be an okay way to play-test modules for TTRPG games before trying real people.
xpasky•2h ago
Oh, great to hear it worked for you! I also want to try the role reversal soon.
SubiculumCode•5m ago
To be clear, I have not tried it with any sophistication. Its just as DM/GM, and if you can get the LLM to accept that DM/GM is the last word, aka GOD,, then you can maintain the world..keeping things on the rails better. But its something I am thinking about for alpha play-testing tabletop modules. My brother and I have a side business (Hexbrawler Games [1]) and we are currently writing a Maussritter[2] mouse TTRPG adventure hexcrawl set in 1930-50's Appalachia.

[1] https://hexbrawler.com/

[2] https://mausritter.com/ A great game!

the_af•2h ago
If you use an LLM for your text adventure, how can you make sure two people experience the same game?

"Hey, remember when you had to use the pick axe in that maze of twisty little passages, all alike?"

"Nope, there was no maze in my game."

SubiculumCode•2h ago
When you play Dolmenwood[1], for example, as a TTRPG setting and group of modules, no table will play the same game, but they are all playing Dolmenwood. So I guess it would depend on how much you can get the LLM to adhere to your setting and rules.

[1] https://www.exaltedfuneral.com/pages/dolmenwood Yes I'm plugging this, but I am not financially involved.

the_af•47m ago
Heh, I was just browsing Exalted Funeral for unrelated reasons!

Re: TTRPGs... I think that's difference. There's no expectation that when two groups play a D&D session, even with the same module, that the story will play out the same (note: I never played one of those strict adventures with predefined story beats).

But with computer games, which includes Interactive Fiction (the modern name for text adventures), you do expect the same experience. People remember Planetfall because of the story and how it plays out. People remember that in Colossal Cave Adventure there was "a maze of twisty little passages, all alike", so much so that it became a bit of early internet/hacker knowledge.

I think you lose this if the LLM is making up too much stuff, and so far it's proven very hard to reign them in.

wahnfrieden•1h ago
You can have it create and reuse permanent world info as players explore it.
the_af•46m ago
But can you reign it in? LLMs are frustrating, they tend to go off the rails.
Tepix•1h ago
One part that's kind of boring when playing a text adventure is trying things the original authors did not anticipate and getting a boring standard response. LLMs could make this part more interesting by adding more playful, hopefully even witty responses. If you're playing in the browser, this could even be using the Prompt API utilizing a small LLM that's running locally!

Also you could use LLMs for NPCs and for certain areas of the game, like mazes.

I'm sure there are way more possibilities. We're still at the very beginning. Just think about it: Everyone is complaining about LLMs hallucinating. Text adventures are an area where such hallucinations are desired.

the_af•44m ago
> One part that's kind of boring when playing a text adventure is trying things the original authors did not anticipate and getting a boring standard response.

This happens mostly with old text adventures. Modern Interactive Fiction is really sophisticated, and you don't get many boring responses.

Example: in "Spider and Web", you're a captured spy being interrogated by your captors. If you say random gibberish, your interrogator will tell you (playing the role of the parser, but in a more interesting way). If you say something nonsensical, your interrogator will say "I'm losing my patience. No, that's not how it went", etc. Parsers are really, really sophisticated and they can make sense of contextual, unsaid information (or ask for clarification).

For more than a few decades, parsers no longer reply "you cannot do that".

dylan604•36m ago
oh gawd, peak LLM here. Have a local LLM talking to another LLM via API. Why? What's the point of you being there. Just wire up to computers to play Tic-Tac-Toe against each other. Maybe one of them will "learn" something after all.
1313ed01•22m ago
But boring standard replies are also useful information that you do not need to do that, or that some object is not worth experimenting with. I can imagine it could become very difficult to solve puzzles in a game where the parser tried to be helpful and invent a clever reply to everything you try.
kqr•2h ago
Yeah, but it also takes very few commands from the player to get from the cyberpunk opening to

You ride east, the coastal cliffs of the Grey Havens and the figures of wood elves giving way to rolling green hills. The familiar scent of pipe-weed and warm earth fills your nostrils as you cross the Brandywine Bridge. Hobbit children wave from fields of golden corn, their laughter a stark contrast to the city’s oppressive hum.

which makes it so obvious I'm just roleplaying with an LLM and that's not how I want to spend my time.

(LLM output edited and abbridged for your reading pleasure. It was more verbose in the original.)

((Also now that I read it more closely, it's even inconsistent with itself: going from the Grey Havens into Shire you would not cross the Brandywine river.))

xpasky•2h ago
This is a great point! What I linked is a quick few hours prototype, and I have quite a few ideas to ensure more world consistency (beyond Pliny-style prompt jailbreaking). I didn't have the time yet to prove they would work well, though.
bongodongobob•1h ago
I ended up giving up. It's incredibly hard to keep it on track but also let the user be creative. At any time I could just say things like "I jump into the lake" or "I open the chest" even though neither one was mentioned, and it would happily continue on. I found myself pretty far down the generate a JSON scene full of JSON objects to interact with and quit - because at that point, you're just writing a game engine.
mathieudombrock•1h ago
This is a neat idea and I wish it worked. I've spend hours and hours trying to get LLMs to be a "dungeon master" for text adventures. I've written a good amount custom code trying to facilitate this. Trying to force the LLM to keep it's story straight.

I'm pretty convinced that the current generation of LLMs is nowhere close to being capable of this. No matter how many context hacks you throw at it.

It inevitably derails and ruins the immersion.

Best of luck on this. If you can pull it off it would be really cool I think.

benbreen•1h ago
Currently working on an idea like this, but its a history simulator for educational use - I find that LLMs respond rather well to being grounded in a specific time/setting in real world history, as opposed to being told to roleplay a fictional setting. The latent space of any fictional world is close enough to other fictional worlds that they will rapidly slide off into other similar-sounding settings. Whereas if you return them to a super-specific historical context each go-around ("The time is now 3:13 pm. It is August 3, 1348. You are currently simulating the functioning of a small vineyard in Normandy. The farmer, [NPC name], is looking for helpers in the fields") they will be able to pull from a pretty solid baseline of background knowledge and do a decent job with it.

Some fun things I've been experimenting with is 1) injecting primary sources from a given time and place into the LLMs contex to further ground it in "reality" and 2) asking the LLM to try to simulate the actual historical language of the era - i.e. a toggle button to switch to medieval French. Gemini flash lite, the only economical model for this sort of thing, is not great at this yet but in a year or so I think it will be a fascinating history and language learning tool.

Have been meaning to write this project up for HN but if anyone wants to try a very early version of it, it's here - you can modify the url to pick a specific year and region or just do the base url for a fully random spawn, i.e. here is Europe in 1348: https://historysimulator.vercel.app/1348/europe

vunderba•1h ago
> ASI born 2039 when fusion-powered Michelson lab tried to break the Turing barrier using a 1920s Enigma rotor as randomness seed

These aren't so much plot points as they are markov-driven word salads. As I've mentioned in other I.F. related posts, I'd say that the real value-add in an LLM is the potential to act as a flexible parser that stands between user input and allowable actions within the adventure. So you can finally "get ye flask..."

sharemywin•54m ago
I think if you built some kind of game state server it would make a great front end for it. it could even generate the "rooms" as some kind of graph with items, and foes, and descriptions and directions between the rooms. items might need actions to transform or use items.
duskwuff•31m ago
And the pipe organ thing is a garbled version of a motif which Neal Stephenson used in several of his novels - it shows up repeatedly in Cryptonomicon, but he toyed with the idea in some of his earlier works like The Big U.
ianbicking•32m ago
Oh, I got confused at first, I think it's writing the story out in Chinese on purpose as a kind of hidden state...? Clever approach. I can't tell what the background color shifts represent, and they are a bit abrupt, but I like the concept.

It's possible to have a more structured substrate to an LLM text adventure, though also a lot of work... I wrote up my own thoughts on an experiment here: https://ianbicking.org/blog/2025/07/intra-llm-text-adventure

The default with LLMs are more collaborative storytelling than what we'd normally call a "game", but I think there's some new game genre waiting to be discovered.

patcon•15m ago
> but I think there's some new game genre waiting to be discovered

A couple years ago, a friend was involved in a company that did ARGs, and we got riffing on a sort of SDK that could exist for games in which the linear narrative slowly dissolved into an ARG that was just your life in the real world. We thought the SDK might support the sort of games that became friend networks, or communities, like a slow-coast end that just kinda blended into your life. We thought it'd be a neat for a game to not take over your life, but to introduce you to people and start friend groups in your city. Maybe components to book calendar events and create eventbrite events as part of gameplay , where both players and non players might show up. We thought a fun metric might be "how many friend groups would look back in 10 years and, when people asked how it started, it was all in a game that slowly became their life"

corygarms•2h ago
Well put! I've fallen back in love with these programs myself, and partially owe it to this blog post on hn a few months ago (https://scottandrew.com/blog/2025/06/you-can-now-play-plot-o...). One of the commenters led me to this site that has an annual competition and lots of great text adventures you can play online for free (https://ifcomp.org/comp/2025).
ctrlp•2h ago
Zork
goopypoop•1h ago
nothing happens
SirFatty•2h ago
Here's a site that the author provides history, walkthroughs and maps for various text adventures. Every day there is some new information.

https://bluerenga.blog/

dbacar•1h ago
Every text adventure post better mention MUDs from 90s. A sample one : https://anatoliamud.sourceforge.net/

Yes I am affiliated :).

agambrahma•1h ago
No one mentioned "Avatar MUD" ?

https://www.outland.org/news.php

agambrahma•1h ago
Or Eastgate, or Storyspace?

https://www.eastgate.com/

mathieudombrock•1h ago
I love text adventures. Collosal Cave Adventure and Zork are some of the coolest programs I've ever seen.

I've always wanted to try writing one and this article might have just inspired me to finally do that.

kqr•1h ago
I recommend learning something like Inform 6, Inform 7, or TADS 3 if you want to make a text adventure.

It is as they say: if you want to make a game engine, make a game engine. But if you want to make a game, use an existing engine.

BoredPositron•1h ago
Roadwarden is a great modern mostly text adventure.
nosrepa•5m ago
I'm glad someone mentioned it before I did! I loved roadwarden.
vunderba•55m ago
From the article

> Text adventures typically take a simulationist approach to narration. This means the author has not specified what happens in any given situation. Instead, what happens next is determined mechanistically by the player’s actions given the current world state.

Well... not really. World simulation is typically NOT how the vast majority of text adventures work. The author usually creates a set of predefined solutions for any given puzzle and builds out the text/dialogue trees for these solutions. Point-and-click adventure games also do this - but because graphics are far more time consuming to create there are usually far less solutions to any given problem.

Author might be thinking of D&D.

tptacek•51m ago
I loved these things when I was a little kid (I started playing computer games around the time of Infocom's Hitchhiker's Guide) and a bunch of years ago read an article about text adventures and picked up Hadean Lands, which is alchemy-themed and has a bunch of interesting (to me, at least) game affordances, and got sucked in for a couple hours. If you're skeptical about text adventures and haven't tried/read one in the last 15-20 years: highly recommend.
ianbicking•6m ago
I think the player freedom and simulation elements of a text adventure are mostly an illusion. I don't think a typical text adventure has more degrees of freedom than a point-and-click adventure.

Doing experiments with LLMs and text adventures was revealing for me in this sense. An obvious thing to consider is using the LLM to parse the text... but if you try this you'll quickly realize that the parsers are mostly limited by what the parser _can parse into_. That is, the representation of a command is so limited that there's not a rich set of alternate inputs that would map to any valid command.

Before LLMs this also struck me in the voice assistant / NLP space, especially "natural language understanding" (NLU). The parsing wasn't great, but the thing-you-parse-into was also incredibly limited. Like you could parse "set an alarm for 8:30" into some template structure. But "no, change that to 8" didn't have a template structure, didn't have any structured representation.

What we've discovered is that the representation that actually fits these concepts is the chat log, or the somewhat magical discernment process of the LLM.

Unlike the point-and-click adventure, the text adventure has poor discoverability. This creates a fog where the player can imagine all kinds of possibilities. But the actual choice points are on the same order of magnitude as the hotspots, verbs, and inventory that define the choice points of a point-and-click adventure.

What I think the text adventure DOES accomplish (and the point-and-click adventure also accomplishes) is giving the player freedom of focus. You can look anywhere. You are usually in some open series of spaces where you can explore at leisure. The text adventure in particular offers a kind of tesseract opportunity, like in the flashback sequence shown in the article.

(Writing this, I am now thinking about a kind of LLM-driven game that discards all pretense of action or puzzles, but instead the player is a ghost free to view their environment, free even to view the internal thoughts of characters, but unable to change anything.)