he was going to build games that not only had superior capabilities but would drag gaming itself out of its niche market for teens. He would build something so clever that readers of The Economist would want to play it. “I wanted to show games could be a serious medium, like books and film,” Hassabis says. He sketched out a long-term plan. Once Elixir was successful, he’d sell it and start an AI company. He focused on building a flagship game called Republic: The Revolution, a political simulation where players had to overthrow the government of a fictional, totalitarian country in eastern
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