FORAGE @forageday

Interview

A Meal With Neal

Our friend Neal invited us to share in an epic feast at Kellogg's Diner. This is how it played out.

A basket of giant fried pickles at the diner
Kevin: Can we get fried pickles?
Neal: Let's go! The pickles here are giant. They're crazy.
shen: Actually? I was imagining like the tiny little wimpy ones..
Neal: Oh no, they're like.. [indicates with his hands]
Kevin: Do you have projects that you put out that were co-opted or taken in a dark way? Or surprising? Or dark.
Neal: Infinite Craft was definitely the one people ran with the most. It was scary because you don't know what the AI is going to say. There were a lot of problematic things it would put out. The Mormons got really angry at me, actually. When you put in Utah and polygamy, it would get Mormonism. They objected to that characterization and I got a lot of emails. I'm Mormon and I put this in Infinite Craft.
Kevin: Wait, so they tried it?
Neal: Yeah, I guess so.
Kevin: Have you collaborated with other people?
Neal: I try to, yeah. Cursor Camp had collaborations. It's usually artists, so for Stimulation Clicker, a bunch of YouTubers contributed videos. I reached out to some, some reached out for other projects, and I was like, I want to be in this new thing. Researchers, too. For Absurd Trolley Problems, some researchers were like, we're going to do a paper on this.
Kevin: Was there anything surprising about the trolley problem one?
Neal: I made all the questions before I knew how anyone would answer. And then some ended up being like 90% one way and 10% the other way, and everyone was like, why was that even a question, it's so obvious. And I was like, I thought it was a moral dilemma.
Kevin: Whoa, that reveals more about you, I guess.
Neal: There was one where you run over five crabs or a cat. Everyone was like, the five crabs. And I was like, but there's five of them!
Kevin: The crabs would be more satisfying to crunch.
Neal: It actually has crunch sounds now in there. A sound effects guy reached out and was like, this would be perfect for my skillset.
Kevin: Alright, walk me through your day to day.
Neal: I worked on updates to Infinite Craft. The updates did not go well.
Kevin: What do you mean?
Neal: I was trying to replace the LLM that I'm using. The one I'm using right now is kind of old and also really expensive and not very efficient.
Kevin: How did that change things?
Neal: I thought not that much. But as soon as I changed it, the Infinite Craft Discord blew up and everyone was like, what happened, Neal? And I didn't even say anything. They've been playing so long that they're attuned in a way that I'm not. They notice these subtle changes and they have all these hacks that only work for Llama 2. So I reverted it because I got scared. Someone made this thread called General Complaints About the New AI.
Kevin: Whoa, that's long! The techs1techsInfinite Craft slang for a discovered crafting hack — a reliable "technique" for coaxing one exact element out of the model. are no longer working. Whoa, whoa, whoa. Wait, what is techs?
Neal: That's just a term they invented for a specific hack. There's so much that I don't know. Most importantly, the sim2the simA behaviour veteran players are convinced Infinite Craft secretly runs under the hood. Neal maintains he has no idea what they mean. is now gone. I don't know what the sim is!
Kevin: Do people have reactions like that to other games?
Neal: That one's the most intense. Internet Road Trip, too.
Kevin: Why would people be upset there?
Neal: I can control the speed of the car and the logic behind which Street Views get picked and which ones don't, and how intersections work. People have tools that can see what's going to happen at that intersection. So if I change the logic and their tools don't line up, they get angry.
Kevin: In my head, I don't think of you playing games. I don't picture you at home playing games.
Neal: I feel like games have the best user interfaces.
Kevin: But then you're studying them. What's the last long session of a game you had?
Neal: Recently I've mostly played indie games. I'm not binging a game, I guess, but they're five hour stories that play over like a game. I'm so excited for you guys to play games. That's where I get like 90% of my inspiration.
shen: Where's the other 10%?
Neal: Everything else.
Kevin: Man, birth, death.
Neal: Philosophy, religion.
Kevin: Pickles!
Kevin: Can we just come and watch you play games some time? I like watching people impose their free will.
Neal: Games have solved so many interaction problems that nobody else in web development or SaaS has. Designing a game, you have to solve so many different problems about how that's going to work.
Kevin: Are there any recent interactions you saw in games that you really liked?
Neal: The Playdate crank. Originally from the store it was, to buy something you had to crank to buy it. But they said it was so fun that people were buying games and refunding them just to crank. So they had to change it.
Kevin: Have you thought about making physical games or a toy?
Neal: Sounds tough. In the long run.
Kevin: That's like, before the theme park you probably need something first.
Kevin: Where do you draw a line of game versus just an interactive experience? Is Wiki Spy a game?
Neal: I wouldn't call it a game, there's no objective or goal.
Kevin: Is Infinite Craft a game?
Neal: It's interactive, but I feel like it stops short of game. People could make it a game, but as it is, it's not a game itself.
Kevin: So open world sandboxes wouldn't be a game?
Neal: Well, even Minecraft has a goal and an objective.
Kevin: What about in the sandbox mode?
Neal: I would consider it more of a toy. Toys are open-ended, and games are like, accomplish this. It's actually a big controversy in the gaming community. There's this whole genre of what people call walking simulators. Like Firewatch is considered one. There's a story, you walk around, you kind of interact with things, but it's more like a movie than a traditional game. Some people get really angry at that. They're like, we shouldn't consider these games because they're glorified movies.
Kevin: What would you say is a significant game for you?
Neal: Team Fortress 2.
Kevin: What about Team Fortress 2 was so captivating?
Neal: The community aspect. There was a whole economy behind it. I would come after school and I would start day trading, basically. You trade hats3the hat economyTeam Fortress 2's cosmetic hats became a real speculative market — some rare ones traded for hundreds of dollars. in the game, so you're basically predicting which hats will be popular. I would make like 30 cents per trade.
Kevin: Real money?
Neal: I mean, it's like an in-game currency, but yeah.
Kevin: There's another one that I've read a lot about but never played. The outskirts of the map are more outlawed, fewer rules enforced at the outer regions in this spaceship world4the spaceship worldHe's describing EVE Online — notorious for player-run corporations, real spreadsheets, and heists worth thousands of actual dollars.. And the more central you are, the more rules are enforced. It's such a steep learning curve.
Neal: The people who play it are insane about it. It's like a day job. They have spreadsheets, and they'll use Jira sometimes because they need to manage their clan and assign tasks.
Kevin: That feels like whenever my friends are like, yo, let's play Overcooked. I'm like, I don't want to work. Why are we working for leisure?
Kevin: I feel like the next interview we do should be Mikey lets us in and then we wake you up at 5am and Shen frog punches you and we're like, what's your biggest fear?
Neal: It's this!

Neal Agarwal makes games, toys, and experiences at neal.fun. He lives in Williamsburg. He still hasn't been to clown school.

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