The topic of always-online live-service games shutting down and ultimately becoming unplayable has been a popular topic of internet discourse for many years. Through my work on Towerborne I've seen first-hand just how challenging and time-consuming it can be to make a game originally designed like this work offline. Every game has its own unique challenges in both design and technical architecture, making offlining a uniquely complex undertaking that is hard to understand for many of its players. However, the Native AOT approach we leveraged shows that it is possible and I hope other developers finding themselves in a similar position find it useful in showcasing one possible path.
a16z的报告里举了几个例子,把这个问题讲得很具体。投行分析师用Hebbia,几百份公开文件自动分析完,财务模型直接生成,以前要熬几个通宵做的事情,现在可以去睡觉了。医生用Abridge,它能实时记录医患对话,自动整理病历和后续跟进事项,医生看诊时不用再一边问话一边盯着屏幕敲字。还有做财务对账的Basis,跨系统自动核对试算表,原本需要人工反复比对的工作变成几分钟的事。
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