[-] bogdugg@sh.itjust.works 39 points 6 months ago

For clarity:

  • The 41% number combines both instances that have actually blocked Threads and those who have pledged to do so at some point, so "have blocked" is a bit misleading
  • As stated, this is a percentage of instances, not users. Roughly 24% of users are on instances that have limited, blocked, or pledged to block Threads.
[-] bogdugg@sh.itjust.works 42 points 6 months ago

I think a perfectly acceptable line to draw is "Is it reasonable to expect a large majority of the people on this instance would want this other instance blocked?" If the answer is yes, block them. If somebody has a problem with that, move to a different instance.

I don't really understand what the problem is.

[-] bogdugg@sh.itjust.works 53 points 7 months ago

the game we should have had at launch

DLSS, frame-gen and massive CPU/GPU performance boosts

I don't think the performance is Starfield's biggest problem.

[-] bogdugg@sh.itjust.works 53 points 7 months ago

If you're looking for an alternative, I've had luck with https://subscene.com/

I don't really know what the best or most popular website is because this one has never really led me astray. That said, I don't need to use them too often, so your mileage may vary.

[-] bogdugg@sh.itjust.works 148 points 8 months ago

I've read similar things about the development of Morrowind, about creative decisions needing to get past Todd, in this excellent article about its development.

Here are some quotes from Michael Kirkbride:

The game was originally set in the Summerset Isles. And then we got bored and decided, “Man, this is really boring. How about we put it in a volcano with like giant bugs everywhere?” And people were like, “What?” So Todd Howard — the easiest way to get anything past Todd, at that time, was you basically just had to say “Star Wars.” Which was true for me and anybody then. So I was like, “The game should be like Dark Crystal meets Star Wars.” And he was immediately hooked. I got all the bug creatures I ever needed, we moved it from Summerset Isles to this weird dark-elf place on the map, and we just went from there.

I used to have this thing with Todd, because he was one of the ones that’s like, “Let’s not make it too weird.” So I’d bamboozle him. There was a period where I would actually draw two different versions of a monster — the one that was weird and that I wanted to be in the game, and then one that was fucking crazy. And so I’d go to Todd, and I’m like, “OK, I think I’ve got the mid-level creature set.” And I’d show him a picture. He’d be like, “Nah, dude, that’s crazy.” Then I’d go back to my office and I would act like I was drawing something new, and I’d just come back with the original drawing of what I really wanted to be in there. Like, “Hey, is this what you were thinking?” And he’d be all, “Oh, yeah, that’s much better. That’s great.”

I can definitely believe his influence has become immense following the studio's success - though it definitely feels like he needs to hand the reins over to somebody else.

[-] bogdugg@sh.itjust.works 173 points 8 months ago

An "Everything App" is just an operating system.

[-] bogdugg@sh.itjust.works 37 points 8 months ago

I'm a fairly hardcore/radical determinist, and tend to agree that individuals shouldn't be held morally responsible for actions, any more than a hammer is morally responsible for driving a nail. However, that does not mean people should be free from consequence. There are plenty of reasons - even as a hardcore determinist - to hold people to account for their actions, either as a social corrective mechanism, public safety, deterrent, or personal sanity.

As for getting their actions to align with your morals, that's a more complicated question that depends on the type of person they are.

[-] bogdugg@sh.itjust.works 52 points 8 months ago

The Curse of the Black Pearl, and it's not particularly close.

[-] bogdugg@sh.itjust.works 41 points 9 months ago* (last edited 9 months ago)

Why all the hate towards this guy?

As time went on, he developed a reputation for big promises and hype and underdelivering - viewed by some as straight up lying. He arguably killed the Fable brand. He presented a tech demo for the launch of the Kinect that was thought to be a real game, that was mostly smoke and mirrors. Following Fable 3's poor reception, he makes his own company and hypes up "Curiosity", essentially a bad clicker game with a promised prize to the person who gets the final click. The tech was bad, and the "prize" was supposedly a share of the revenue from their following project Godus. That project was not good (which was only expected to be at all due to his penchant for inflating expectations), and the cherry on top was that the person who won the prize for the aforementioned Curiosity game never received a dime.

After that, people stopped caring.

[-] bogdugg@sh.itjust.works 50 points 10 months ago

a slot machine simulator is still gambling even if it doesn’t really pay out

Uhh, no? That's not what gambling is?

2

I sympathize with the modern games critic. There are many of them out there doing great, thoughtful work. They've got things to say. And the broad response from gamers, at best, is "we don't care." Or at worst, "shut the fuck up." Of course there are people who like their work, but my feeling is that is a tiny niche.

https://twitter.com/yacobg42/status/1684236237316534278

Games can be thematically meaningless, politically abhorrent, fundamentally not cohere as a story, and yet fans who have conflated their own sense of self-worth with the product they like will break their own spine to defend it.

Anyway, my question is, are they at fault? Not with the things they say, but their tack. Their approach to talking about games as a whole.

I view games largely as a functional art. I recognize I may be on an extreme end of this spectrum, but for me, the systems are the juice, the aesthetics are the rind. My assumption is that the same is true for developers. The conversations they are having with each other are not ones of theme, but of genre. Not of political systems, but mechanical ones.

Of course, there is value in pointing out developers' deficiencies in this regard. They make all kinds of assumptions about life and politics as they fill their world with bad guys and goals. Why does Mario collect the coins? But the answer to most of these observations, for the game, is "it doesn't matter".

But of course, it matters to the critic! But therein lies the dilemma: the game is a jumping off point for conversation, rather than the target. Because gamers don't care, and developers don't care. If the themes and politics of games are reflections of the culture they're created in, then the ultimate target of "thoughtful critique" is at culture itself. Which is why it doesn't land with the target audience. They are enthusiasts; they don't want to read about why they shouldn't enjoy something, gamers just want to have fun.

What do you think? Do you think there are flaws in the approaches of some games critics? Do you think the conversations we have about games are flawed? Do you approach the narrative of games with a critical eye? Do you think you should? I could keep asking more questions, but I think you get it. This isn't super well thought out, so I welcome "you're wrong, dummy!"

[-] bogdugg@sh.itjust.works 32 points 11 months ago

Some game-of-telephone misinformation originating from this article - though it has gone from Google killed it (which this article states), to it was a protocol that allowed Facebook and Google to communicate and then got killed, to Facebook killed it.

[-] bogdugg@sh.itjust.works 37 points 1 year ago

I wonder if people would be interested in a "lurker" instance that disables comments/posts/etc. entirely. A "read-only" instance for the people who really hate the idea of being defederated, lol.

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bogdugg

joined 1 year ago