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Cake day: June 12th, 2023

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  • Their song “Shut Up And Let Me Go” was fairly successful, too, so they weren’t quite a one-hit wonder.

    I actually quite enjoy their 2018 album “The Black Light”, even if it wasn’t that well received. It’s kind of a stripped back indie dance record, and it’s fine. But they did an alternate version called the “Manchester Version” that had a much more raw, indie rock sound to it that I dig. It’s no masterpiece by any means, but it’s something I’m happy to put on every now and then.



  • I agree, but at the same time, I think a lot of people are still trying to build out their subscribed communities list here - especially because a lot of would-be communities are fragmented across multiple instances. Outside of just stumbling across communities you like because they’ve been mentioned in a comment section, or checking out communities that links have been crossposted to, looking at the all feed is the best way to discover things, I think - unfortunate though it is.

    To be honest, I’d love to see a “weighted all” feed, if that’s even possible. So include everything, but let the user set custom weights for communities, so ones you weight highly show up more often (and nearer the top) and once you weight lower show up less often. There are some communities that I only really see if I look at my subscriptions because they don’t tend to show up in the all feed much. And there are some communities - a lot of meme ones, for instance - that I’ve blocked because they were clogging up the all feed; if I could just weight them lower so if still see them but far less often, I would do that instead of blocking them.




  • There certainly was some actual “ethics in video game journalism” discussion early on that I felt was legitimate, but that got drowned out pretty quickly by the misogynists (which, from what I gather, was the entire point - it seems the misogynists started the whole thing and used the “ethics in game journalism” thing as a front to try to legitimise their agenda).

    I think the discussion about the personal relationships game journalists have with developers in general was a reasonable one to have. It unfortunately ended up just laser focusing on Zoe Quinn supposedly trading sex for good reviews, which was untrue, sexist and resulted in nasty personal attacks. But I think it was worth at least examining the fact that game journalists and game developers often have close relationships and move in the same circles, and that game journalism can often be a stepping stone to game development. Those are absolutely things that could influence someone’s reviews or articles, consciously or subconsciously.

    And another conversation worth having was the fact that gaming outlets like IGN were/are funded by adverts from gaming companies. It makes sense, of course - the Venn diagram of IGN’s (or other gaming outlets’) readers and gaming companies’ target audience is almost a perfect circle, which makes the ad space valuable to the gaming companies. And because it’s valuable to gaming companies, it’s better for the outlets to sell the ad space to them for more money than to sell it to generic advertising platforms. But it does mean it seems valid to ask whether the outlets giving bad reviews or writing critical articles might cause their advertisers to pull out, and therefore they might avoid being too critical.

    Now I don’t think the games industry is corrupt or running on cronyism, personally. And I certainly don’t believe it’s all run by a shadowy cabal of woke libruls who are trying to force black people, women (and worse, gasp black women shudder) into games. But I do feel it was worth asking about the relationships between journalists, developers, publishers and review outlets - and honestly, those are the kinds of things that both game journalists and people who read game journalism should constantly be re-evaluating. It’s always good to be aware of potential biases and influences.

    The fact that the whole thing almost immediately got twisted into misogyny, death threats and a general hate campaign was both disappointing and horrifying. And the fact that it led to the alt-right, and that you can trace a line from it to Brexit and to Donald Trump becoming US president, is even worse.



  • There are definitely technical reasons why saving mid-run is a lot more complicated. With Pacific Drive, right now when you save, it’ll save:

    • the state of your car - this will likely be done by looking each individual “equipment slot” the car has, assigning them a number, assigning each possible upgrade for that “slot” a number/letter, and storing its damage state (which is probably just a scale of 1-5 or whatever). So the game will store everything about your car in the format off “slot x, upgrade type y, damage z”, which can just be three values.
    • your quest state. The game won’t remember what quests you’ve done or how you’ve done them in the way that you remember it - it’ll just store that you’ve completed quest step 14a and that 14b is your active objective.

    It makes for a fairly simple, small save file. Being able to save mid-run would add a lot of complexity because it’d need to save a complete map state, including:

    • the map layout
    • your position in the map
    • the enemies and hazards in the map - their positions, states, etc.
    • what’s happened already in the map
    • the loot in the map, and whether you’ve collected it or not

    And so on. Not only does it massively increase the complexity, it would also increase the size of save files a lot and make saving and loading a lot more cumbersome. And that’s just a simplified breakdown; there are definitely other factors that can make it much, much more complicated.


    There are definitely some games where “easy mode” save systems could be implemented without much changing on a technical level, but I don’t think Pacific Drive is one of them.


  • Not that your suggestion is necessarily bad in general, but I don’t really think it’s necessary when it comes to Factorio. I think it should be clear from playing the demo whether 100+ more hours of that seems worth the asking price for someone. It’s probably the most representative demo I’ve ever played; the full game is just the demo but more. There are no surprises down the line. There are no random pivots to other genres, or the game trying to stick its fingers in too many pies. There’s no narrative to screw up. There’s no “oh, they clearly just spent all their time polishing the first hour of the game and the rest of it is a technical mess”. It’s the same gameplay loop from the demo for another 50 hours until you “win”.

    … and then another 50 hours after that when you decide to optimise things. And then another 100 hours when you decide to make a train-themed base. And then another 700 hours when you discover some of the mods that exist…


  • (It has been funny watching some of my coworkers learn a new coding technique and finding it to be so cool that they apply it everywhere regardless of whether it fits or not while I think to myself, “Ah, I remember when I went through that phase as a teenager!”)

    I’m not a programmer (although suggestions on a language to start learning with - with no project in mind - would be welcome!), but I’ve found similar things with my old musical projects. I look back some old project files and see that I used various techniques all the time that I don’t necessarily use nowadays. Sometimes, I think I probably should use them more than I do now, but I definitely overused them back then when I first discovered them.

    I guess it’s just exciting when you learn something and it opens up a bunch of possibilities for you!


  • “Landed gentry” was a social class of people who owned estates and, well, land. They didn’t have to work; they made their income by profiting off the work of the farm hands, merchants, etc, who worked on their land. The estates these landed gentry owned, along with their wealth, would be passed down to their children when they died. It meant the gentry did very little to earn their station in life, but still had a fair amount of power and wealth.

    How spez thinks it applies to Reddit mods, I’m not entirely sure. But he definitely meant it as an insult. His full quote was:

    And I think, on Reddit, the analogy is closer to the landed gentry: The people who get there first get to stay there and pass it down to their descendants, and that is not democratic.

    So I guess he was upset that mod teams get to select who else is a good fit to join the mod team? Of course, the issue is that he is the landed gentry - users didn’t vote for him, nor can they remove him; and he’s profiting off the work of the people who post content and the people who spend their time moderating.



  • Yeah, there’s a lot to be said for what the quality of the practice is. Someone just practicing something for 200 hours could see less (relative) improvement than someone who, for instance, records themselves doing something and watches it back so they can find the things they really need to focus on, and then practices those things for 50 hours. Coaching themselves, essentially.

    Of course, it may just be that more focused, high-quality practice just lets people reach their ceiling faster and doesn’t actually give them any long-term advantage - I don’t know. It’s something that would be interesting but difficult to study.




  • I’m not sure if The Expanse (TV series) ruined Foundation (TV) for me, if it’s just not a good adaptation, or if the books are just not particularly adaptable (or all three), but I agree. I only made it through the first two episodes before I gave up. I’ve heard the second season is better, but I don’t know if it’s worth it to force myself to sit through season 1 for.

    The Expanse is just spectacular when it comes to realising its world but also, with how much depth there is to the characters and politics, Foundation immediately felt very shallow in comparison. Obviously The Expanse books lay a lot of the foundations for the TV series to build on, but I think the TV series did a great job of adapting it to a new medium without much being lost in translation, and it even added to it in its own ways. Foundation’s world-building, characterisation and politics all kind of just felt like it was going through the motions and showing surface-level stuff because it felt it had to rather than because it actually had any substance to work with. Which wasn’t helped by the fact that the books don’t provide much in that regard to work with.

    Ultimately, I don’t think the Foundation books aren’t particularly well-suited to being adapted to the screen. It’s so focused on the “bigger picture” - on civilisations rather than characters, on philosophical and sociological concepts rather than particular plot points, on macro-narrative - while TV needs characters and micro-narrative.

    I will say that the TV series’ idea to use three different-aged clones of Emperor Cleon, and to keep the actors persistent through the ages, seemed like a great addition. It’s good to try to keep some recognisable faces while jumping across such long time periods.