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Joined 1 year ago
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Cake day: June 12th, 2023

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  • Okay:

    In 1948, just after WWII, the UK decided to carve a chunk out of Palestine and create a new state there, called Israel - as a Jewish homeland that would take all the refugees that the rest of Europe didn’t want to deal with.

    Palestine was not happy about this - the land was taken without their consent, a great chunk of their country just taken from them by decree, backed up by a still highly militarized Europe.

    Over the following decades, Palestine tried several times to take their country back, and each time got slapped down (since Israel had vast backing from UK/USA/Europe, both from postwar guilt and because Israel had a lot of strategic value as a platform from which to project military power in the middle east).

    Cut to today, and Israel has expanded to take virtually the entire area, apart from some tiny scattered patches of land, and the Gaza strip - a strip of land 40km by 10km, containing most of the Palestinian population, blockaded by sea and land by the Israeli military.

    Israel also runs an apartheid regime very similar to the old South African one - Palestinians have very few human or civil rights, generally get no protection from the Israeli police or military, while being treated as hostile outsiders that can be assaulted or have their land ‘settled’ at will by Israelis.

    It has been decades since Palestine has had any kind of organised military, and it’s also not recognised as its own country by most of the world, so there’s virtually no way for it to push back, or to call on assistance.

    In a situation like that, the only recourse is guerilla warfare, which often descends into (and is exploited by bad actors as) terrorist attacks. It’s a damn good way to farm martyrs, and this hugely serves Israel’s ends, since it can keep pointing to terrorim as justification for their ongoing oppression. Israel in fact provided a great deal of ongoing funding for Hamas, while blocking more moderate groups.

    Back in October, a small organised group raided across the border from Gaza into Israel, killing about 1200 people and taking a couple of hundred hostages.

    In response, Israel has killed over 40,000 Palestinans in Gaza - mainly women and children - systematically destroying the city’s infrastructure, water, power, food production and distribution, hospitals, universities and schools, bombing refugee camps and destroying the majority of all housing and shelter in the area. It’s also bombing humanitarian aid convoys, preventing food and medicine from reaching the people there. The death toll is expected to reach many hundreds of thousands, since people are already starving and there is no medical care available.

    The rest of the world is wringing their hands about the ‘regrettable’ loss of life, while continuing to sell Israel all the weapons and bombs it needs to continue the genocide.

    Fuck Israel.






  • I spent about 20 years getting stuck in the past while the culture got away from me; I just hadn’t got into any bands since the early 2000s, and it was getting pretty sad.

    I also have pretty bad ADHD - music fucks up my ability to concentrate on language-based tasks, so I can’t just play stuff in the background while I do something else - and sitting there staring through multiple songs in a row just isn’t going to happen.

    So I had a great idea: turn it into a game.

    I nuked my youtube data completely, started again from scratch, and set out, not so much to discover new music, but to train the algorithm to fetch me cool stuff. How well can I nudge the thing into a model of stuff I tend to like?

    • Open the home feed, and start going through it
    • Reaction videos, influencers, other garbage, hit don’t recommend channel.
    • Any music videos, open in new tab
    • Rinse and repeat until I have a ridiculous number of tabs open
    • Go through each tab:
    • Skip through representative chunks of song, get at least 20 seconds of music in before making a decision
    • If you just don’t like it, close the tab and move on.
    • If you do like it:
    • If it’s not posted by the original artist account, go find the original instead if possible.
    • Hit like
    • Save to playlists for whatever genres it seems to fit, plus a catch-all list (set public, for reasons I’ll explain)
    • Open a few new tabs off the sidebar
    • If you find three solid bangers from one artist, subscribe.
    • When you run out of tabs, refresh the home feed.

    It’s adjustable to suit my attention span at the time - if I need the dopamine I just skim more, if I want to chill I let it play longer.

    It fits into spare minutes of downtime at work etc.

    I have discovered SO MUCH amazing new music, and my tastes have expanded in all kinds of directions. I’ve started not only recognizing but actually having opinions on bands I see on posters as I walk down the street, which is just plain ridiculous for me.

    I have gone down some weird and amazing rabbit holes, from Armenian music to Femtanyl.

    Probably the best thing I’ve ever done, srsly.

    Sometimes the algorithm can get stale, and you end up with a streak of bland, safe stuff that all seems the same.

    When this happens, find one of the many third-party playlist-shuffle sites (because the built-in shuffle is still horribly broken), and feed it either your main playlist or some of the genre-specific ones you feel aren’t getting enough love, and listen through a bunch of songs there to dredge up the silt. (you may need to open them in separate tabs; the embed doesn’t always update your watch history properly). And this is why the lists need to be public, so third-party sites can browse your playlists.





  • Obviously ideas of fun vary; people are allowed to enjoy things I don’t like :)

    Also I’m not rampantly disagreeing with you here, just picking at the edges for discussion because it still doesn’t sit quite right in my head.

    It’s just… sometimes I feel like the implementation of complexity in these things is just kind of lazy, comparable to adding difficulty by making enemy bullet-sponges. It’s certainly more work to defeat them, but is that work rewarding?

    Consider the annoyance that triggered this whole post.

    In grim dawn, mid way through elite. I had some gloves with fairly miserable specs for my level, but they were providing most of my vitality res. Can I change them out?

    Well there’s some with better overall specs but no vitality but they do have a lot of fire res, so I could swap those in, then the ring I was getting lots of fire res from could go, and there’s one with some vitality but unfortunately no poison, so let’s see, I do have a helmet that …

    spongebob_three_hours_later.jpg

    … but now my vitality is three points too low to equip the pants, oh fuck off. How is this fun?

    Finding a reasonable solution doesn’t make you feel clever, and making an awkward compromise doesn’t feel like a justifiable sacrifice, it feels like you finally got too exhausted to search through more combinations and gave up. You can’t really look forward to getting better gear to fill a gap, because you’re going to have to go round and round in circles again trying to build a whole new set around the deficiencies that come with it.

    It’s like debating against a Gish Gallop - taxing to keep up with but without any real sense of achievement.

    And honestly it doesn’t feel like that’s really intended to be the real gameplay. If the genre is really a build-planning-combinatorics game with a bit of monster-bashing on the side, where’s the quality-of-life UX to go with it? Where’s management tools to bring the actual problem-domain to the fore? Where’s the sort-rank-and-filter, where’s the multi-axis comparisons? Where’s the saved equipment sets? Why is the whole game environment and all the interface based around the monster-bashing, if that’s just the testing phase? And if navigating hostile UX is part of the the challenge, then again I say that challenge is bad game design.

    And all the layered mechanics across the genre feel like that: bolted on and just kind of half-assed, keeping the problem-domain too hard to work on because of externalities rather than the innate qualities of the problem itself. I know, let’s make the fonts really squirly and flickery so you can only peer at the stats for five minutes before you get a headache, that’ll give people a challenging time constraint to work with.

    Did you ever play mass-effect: Andromeda, with the shitty sudoku minigame bolted on to the area unlocks? You know how that just… didn’t make the game fun?

    That.

    Also it seems to me that if the prep-work was really the majority drawcard, we’d be seeing a lot more football-manager-like tweak-and-simulate loops, if that’s what they were going for. Build your character, let it bot through the map (or just do an action montage), then come back with a bunch of loot and XP to play with before sending it out again.

    I think an ideal game would hit all three kinds of satisfaction: tactics/graaagh, exploration/harvesting and mastery/optimisation. And ideally, each of those three targets would be free of external complications and left to focus on their own innate challenge and rewards.

    I know that’s easy to say and hard to do… I’m just surprised that we haven’t got signficantly better at it in the last couple of decades.



  • And that’s entirely valid; like I say, stardew gameplay is immensely satisfying in and of itself.

    I just feel like all these other mechanisms in arpgs are thrown on top to try and disguise the nature of the thing, and it’s that disparity that leaves people jaded.

    Stardew doesn’t have an endless progression of increasingly fell and eldritch vegetables that need you to constantly grind for upgrades just to tend to them. You water things in one click all the way through, and that feels good; you don’t need to chase a sawtooth pseudo-progression in order to be satisfied.

    Stardew doesn’t make you do NP-complete multi-knapsack-problems in order to even have a viable character, or drown you in overly complex interactions so you can’t usefully plan in your head; there’s complexity there, but of the kind that opens up more options.

    It manages to be fun without those things, but ARPGs seem to overwhelmingly rely on them in order to be engaging at all.

    Why is that?

    Why does gory-stardew need all those external obfuscations, when the normal kind doesn’t?

    How could you make a gory-stardew that’s comfortable in its own skin?


  • I have absolutely no wish to dumb them down.

    As I said, if you just took away all those mechanics, you’d be left with a boring empty game.

    What I said was that it would be nice if you could make the combat feel more like hunting than gathering, so you wouldn’t have to make up for it with a:) number-go-up and b:) np-hard - then you could then go for much more enriching forms of complexity.

    For instance, making mobs fight a lot more tactically as their level increases instead of just stacking on the HP and damage - and instead of your perks just driving stat inflation, they unlocked new tactical options on your part, giving you a series of new stops to pull out as the battles got more fraught.


  • I dunno if it even needs to be difficult; even a bit tactical would change the nature of the thing. As it is the mobs in these things tend to be mindless converging waves; what if they set up set pieces, ran for help, dived for cover, used supporting fire etc etc?

    Also perhaps overambitious, but what if the difference between low and high level enemies wasn’t their HP or damage, but how tricky and organised they were? What if leveling up didn’t make number get big, but instead gave you more options in a fight?




  • When my kid started out using the internet, it was over-the-shoulder supervision to start out, then slowly dropping to in-the-room supervision (the PC in the living room), and progressively less over time, with the clearly stated proviso that I would occasionally be glancing over history just to make sure he wasn’t getting caught up in anything horrible, but that I wouldn’t be going into any kind of detail. At 13, he got his own PC in his room, and I left him to it.

    I’m a very firm believer that you don’t attempt technical solutions to administrative problems. Privacy is important and monitoring is shit. You equip your kid with the tools and the supervised-experience to make good decisions, and once they can balance by themselves you let go of the bike.

    Teach them to do dangerous things safely, that’s parenting in a nutshell.

    (actually to clear up a misconception: to teach a kid to ride a bike, you hold the shoulders, not the bicycle. With the extra feedback they can actually compensate and learn to balance; if you hold the bike itself it just weirdly fights them and their cerebellum never gets it)