I've seen videos of people running Damn Small Linux with a GUI on Pentium 1s.
None of them are very recent, so I don't know how well 'modern' DSL would fare on a P1, but there are a few recent videos of people browsing the web using Dillo on Pentium 3s.
In addition to what groet said, I'll add that this is a little bit like asking "what's the difference between a public library and Amazon?".
Yes, there are other public libraries you could go to if the one you subscribe to didn't have something you wanted or 'went bad' somehow, but the most important difference is you don't have an antagonistic relationship with your public library. Your public library doesn't have a financial incentive to try to trap you or screw you over.
An antivirus is mostly just a blacklist of known malware. Sometimes heuristics are used such as 'this piece of software isn't installed on many PCs, and it appears to be doing shady stuff like, monitoring keystrokes or listening to your microphone'. But unless your antivirus is actually sentient there's no way for it to really distinguish between a chat application that listens to your microphone so you can talk to your friends / monitor your keystrokes to know when you've hit the push-to-talk key, and a piece of actual malware that intends to spy on you and blackmail you.
What you have with a package manager is a whitelist of programs that have been selected by your distro maintainers. Is it completely impossible for someone to sneak malware into a distro's repository? No, but its a lot easier to maintain a list of known good software than it is to maintain a list of known bad software. And in that situation your antivirus isn't going to help you anyway, since the people maintaining its malware list aren't going to magically know that something is malware before the distro maintainers do.
So, generally, just using your package manager instead of running random shit you find online is going to be a lot better than any antivirus. With things like Wayland and Flatseal becoming more common we're heading towards a situation where fine-grained per-package permissions will become the standard way distros do things, making antivirus even more unnecessary.
Retro is a good starting point. You can store just about every NES game ever released in less than a GB, and the SNES isn't that much bigger. Once you get into the 3D era you might have to be a little more selective, but you could still fit a lot of early 3D games in there.
Another way to economize space would be video game mods. Since many mods reuse the same models and textures to make a new game, you could multiply the amount of content you get per MB that way. And there are a ton of Half Life 1 mods, Thief mods, and Doom WADs out there. Gmod can run over LAN, and there's an absolute ton of maps and game modes for that.
Finally, there are some more modern games that are remarkably small. Animal Well is only 35 MB. Gloomwood is only 2.07 GB, comparable to the size of its inspiration Thief (1998), though Gloomwood is unfinished at the moment and will probably be bigger once it's out of early access. Shadows of Doubt is 1.31 GB. Lethal Company weighs in at 1.07 GB and can apparently be made to work over LAN. ADACA at 2.44 GB is actually smaller than its inspirations Half Life 2 and STALKER, probably by dint of having only vertex colors and no textures.
A copy of open street map together with the linked Wikipedia articles, along with the software to view and edit them. I know you said no wikipedia, (since that's pretty much a given), but this is basically the hitchhiker's guide to the galaxy.
A copy of Godot's editor so people can still make games.
As many games as I could fit in the remaining space, concentrating on the ones that give you the most bang for your buck in terms of space.
If I walk up to you on the street and tell you to hand over your money or I'll kill you, that's enough to land me jail. Its maybe even enough for you to be justified in punching me in self defense, if you feared for your life and there was no other way you could ensure your safety.
But suddenly if I say I want to put a million people in a gas chamber that's A-OK? Suddenly no one can punch back or else they're "just as bad"? Suddenly the lines are super blurry and the slopes are super slippery and its absolutely impossible to tell what a threat of violence is.
Its a crime to say you'll kill one person, its your right to say you'll kill a million.
The SSN system is bad in almost every way it is possible for an ID system to be bad. If you ask "does it really do this dumb thing?", the answer is probably yes.
I actively get annoyed when games don’t give me some quiet time to not play the game, and I really appreciate the beauty of games beyind the gameplay.
This gave me conniptions when playing Control. I couldn't just stop and look at the environments, which clearly had a lot of work put into them, for more than a minute without the getting a loud "BRRRR" alarm in my ear and having a full screen text popup that says "BOARD ALERT: HISS COMMANDOS IN WASTE PROCESSING".
This was compounded by the whole 'randomly spawn in some random group of enemies at a random point every time you enter a room' design of the game. That's bad enough for other reasons, but those two things together gave the impression that the game designers were terrified of the player having 10 seconds to sit there and have a thought enter their brain.
In addition to the rating it should have an ugly warning on all its promotional material, like cigarettes.
"Warning: this game requires additional in-game purchases and gambling to access all of its content". On the screen for the entire duration of any trailer.
In the latter half of the 2000s and early 2010s AAA games were becoming increasingly hollowed out husks, with dumbed down paint-by-numbers gameplay and tons of QTEs. And its not like their narratives or art direction were any good either (it being the blurry brown piss filter era). In the same time period we saw the rise of predatory practices like day one DLCs and preorder bonuses.
In more recent times I think we've actually seen a reversal of the gameplay hollowing out trend, and an improvement in art direction. However with the rise of lootboxes, trading, and gatcha, monetization schemes are more predatory than they've ever been (though these are mostly concentrated in multiplayer games). Its also really common now for games to release in an completely broken and unplayable state.
If you're talking about unit 731 and the nazis then there was very little, if anything, scientifically valuable there.
They had terrible research methodology that rendered what data they gathered mostly useless, and even if it wasn't, most of the information could have been surmised by other methods. Some of the things they did served no conceivable practical or scientific purpose whatsoever.
It was pretty much just sadism with a thin veneer of justification to buy them the small amount of legitimacy they needed to operate within their fascist governments.
Honestly "it’s this game but with that." could be a pretty good way to innovate unless you're totally phoning it in IMO.
Metroid was created when people at Nintendo wanted to combine the skill-based platforming of Super Mario Bros with the exploration of a Zelda game. That ended up being one of the two founding games in the Metroidvania genre.
System Shock was created by people who wanted to make a game with the same "emergent gameplay systems as a puzzle/playground" aspect of dungeon crawling RPGs like Ultima, but in a SciFi rather than fantasy setting. What we ended up with was something that combined fast paced shooter gameplay and a tight narrative presentation on the one hand, with letting the player make their own solutions to levels by manipulating open-ended gameplay systems on the other. This is very similar to the situation with metroid IMO, in how it tried to combine two very differnt styles of gameplay. Today we have an entire genre of games inspired by System Shock called immersive sims (though its more of a design ethos than a genre IMO).
The famous level design and exploration of Dark Souls was inspired by the 3D Zelda games, and while I don't have a source for this its hard for me to believe that the lock-on mechanics and basic idea for the movement weren't at least a little inspired by Zelda too. Or, in other words, Dark Souls is basically a 3D Zelda game but with the tone and difficulty of their earlier King's Field series.
Now, I don't mean to imply that combing two good things is a guaranteed way to get something good. Or even that, if you do hit upon a good combination, that that's the only thing you need to put into your work. The games I've just talked about are all absolute classics and obviously a lot went into that. For example, the genesis of the iconic multiplayer aspect of Fromsoft's games came about during the development of Demon's Souls, when Miyazaki was trying to drive up hill in a bad snow storm. There was a line of cars, and when one began to spin it's tires then ones behind it would intentionly push on it to help it up. This all happened without the drivers being able to talk to each other, and, seeing this, Miyazaki wondered what became of the last car in the line, but knew he would never get an answer since he would never see these people again. It was this experience that inspired the creation of phantoms.
However, what I am trying to say is that taking something you like and understanding what makes it tick, then making it work in a new context, can end up creating something that then seems wildly innovative in that context.
As an aside, both Zelda and King's Field were inspired by a dungeon crawling game called "Wizardry: Proving Grounds of the Mad Overlord". Both Wizardry and Ultima were derived from earlier games that were basically "Dungeons and Dragons, but on a computer". Some of them were even named "DND" on the early computer systems they ran on.
DnD itself was created when people wanted to do wargames with a greater emphasis on unconventional warfare (such as spying, diplomacy/intrigue, propaganda, etc) that by necessity required roleplay. After one of these kinds of games was set in a half Conan the Barbarian half Gothic horror medieval fantasy setting with a spooky underground labyrinth beneath a town we got the trope of dungeon delving and returning with treasure to a (relatively) safe town just outside the dungeon entrance.
Seitan is also very high in protein, containing 75g of protein per 100g compared to 13g per 100g for scrambled eggs (although its low on lysine, so it should be balanced out with other protein sources).
I've seen videos of people running Damn Small Linux with a GUI on Pentium 1s.
None of them are very recent, so I don't know how well 'modern' DSL would fare on a P1, but there are a few recent videos of people browsing the web using Dillo on Pentium 3s.