M.A.S.H
M.A.S.H
Consider how you’d go about exploiting the opposite case.
If people will always vote for the slightly-less-worse candidate, then you only ever have to be slightly-less-worse than the opposition. You can sleaze right up to them and be almost as corrupt and evil as they are, so long as there’s just a little bit of extra sleaze sticking out that you can point to as the worse alternative. And you can farm the shit out of that, because then the other side never has to improve either - it’s an anti-competitive duopoly, where they both agree to only compete over surface details, not their overall horribleness, leaving them free to sleaze right up to the fucking-monster end of the spectrum.
Presumably a percentage of people refused to enable that behaviour, and said that slightly-less-genocide is a bridge too fucking far.
They made it plain from the outset that if the dems wanted to play chicken on this, the dems would lose. That they were not to big to fail, that daddy wouldn’t bail them out this time; put down the bombs or you’re getting kicked out for real.
The morally-correct choice would have been for the dems to stop supporting genocide, especially with so much at stake.
There’s this huge narrative that’s been consistently pushed that the actions of politicians are beyond accountability, sent down from on high like acts of god, and that moral responsibility lies only with the voters; that it’s meaningless even imagine any obligation for the ruling class to try and be good enough to vote for.
You know, the way the fossil fuel lobby found ways to shift the blame onto the consumer instead of themselves. The way the opioid manufacturers did the same. The way the gun manufacturers did the same. The way plastic manufacturers did the same fucking thing as well. We’ll act however we fucking well want to, and if you don’t like it, that’s literally your problem.
Oh no, you can’t hold us accountable now, it’s the worst possible time. It’s too soon to have this conversation, how can you be so insensitive, can’t you see there’s a highschool full of dead kids?
Somewhere, sometime, people have to say enough. And they did.
:laughs in Australian:
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.
NVIDIA RIVA 128
being alive
Okay:
You don’t have to deal with scripting and command-line stuff, but all the major tinkering under the hood depends on it. The amount of customisation and tinkering is fairly infinite, so past a certain point you just can’t build graphical stuff to cover every single possible choice - and that’s where the gibberish comes in.
Baseline concepts:
‘Operating system’ means different things in different contexts, and this can be confusing.
Context 1: technically correct
Your computer has a big chip that runs programs, and a bunch of hardware that actually-does-stuff: network card, graphics card, disk drive, mouse, keyboard etc. Programs need to talk to the hardware and make it do stuff, or else they don’t actually… do… anything.
There’s two problems with that:
There’s a gazillion kinds of hardware out there, that all has its own language for talking to it, and your program would either only run on one EXACT set of hardware, or it would have to speak all gazillion languages and be too big to fit on your machine.
The second problem is that in order to do more than one thing at a time, you need a bunch of programs all running at once, and they all need to use the hardware, and without something to coordinate the sharing, they’ll all just fight over it and everything falls down in a tangled heap.
A good analogy for this is a restaurant. They aren’t just public kitchens where you can just wander in and start preparing your own meal, taking ingredients/equipment/space however you want, then just carry it to whatever table takes your fancy - and you definitely can’t have all the customers doing it at once. Especially if they don’t know how all the equipment works, where the different ingredients are kept, etc - it would be an absolute disaster, and there would be fights, injuries, fire and food poisoning.
So instead there’s an agreed-upon system with rules, and people that do the cooking for you. You make a reservation or queue at the desk, you are told which table you can have, you go sit there and a waiter brings you a menu. You pick the food - and depending on the place, maybe ask for customisation - then wait and they bring it out to you, then you sit there, eat it, then leave.
That system-with-rules is the operating system, or more specifically the operating system kernel. Any time a program wants to do more than think to itself, it has to asks the OS to do it, and bring it the results.
In this analogy, fundamentally different operating systems (windows / linux / OSX / android / etc) would be like different kinds of (5-star / sushi-train / pizza place / burger joint / etc) that have different rules and expectations and social-scripts to interact with them. A program written for one OS would have no idea how to ask a different OS for what it wanted, and wouldn’t be able to run there.
Context 2: what people usually mean
It’s all well and good to have a machine that can run programs and do things, but the human sitting in front of it needs to be able to interact with the thing, so you can poke buttons and move files around and move windows and stuff.
And so there needs to be a crapton of programs all working with each other on the thing to provide all this functionality, and the whole user experience - preferably with a consistent design language and general expectation of how everything should work: you need a desktop environment.
In restaruant terms, this would be the specific brand/franchise/corporate-culture that runs the place. Yes, the general idea is that it’s a burger joint, but specifically it’s a mcdonalds, or a wendy’s, or whatever that homophobic chickenburger place is called - it’s got the decor, it’s got the layout, it’s got the specific combo meals, etc etc, the same uniforms, the same staff policy, etc.
Now here’s the thing:
Let’s say there’s only one sushi franchise in the world. That’s like Windows - there’s updates new versions and some slight variations (server versions aside), but you walk into one, you’ve walked into them all. There’s one Windows kernel, and one windows desktop environment that goes with it.
And say there’s only one pizza-place franchise in the world, and they all look the same, have the same menu. That’s like OSX: there’s one kernel, and similarly one OSX desktop enviroment to go with it. A mac is a mac, and it does mac things.
But linux… linux is different. With Linux, it’s there’s 900 different burger-joint franchises in the world, and literally anyone can go start a new one if they want to put the time into designing one from the ground up. The paradigm is the same - order at the counter at the back, menus on the wall overhead, grab bench seating wherever or get it to go - but every place can design the look and feel, the menu, the deals, the other amenities, the staffing structure, etc.
And the different franchises - that’s what distros are.
It’s the set of programs all working together that create a whole working enviroment, but everything uses the standard kernel to actually get stuff done. If your program can run in one linux distro, then it should be able to run in a different one, because your program uses the same standard set of requests in order to do things.
The windows and the menus and the desktop apps and the way the interface behaves and how you configure everything can be different, but the core functionality that the software uses, is the same.
Now, for the most part, Windows is like NO USER-SERVICEABLE PARTS INSIDE, all the fiddly internal bits are carefully hidden away and made deliberately opaque. You don’t need to know, we don’t want to tell you, we’ll let you change the wallpaper, but for everything else, we decide how it’s wired up. If you want it to do things slightly differently to suit your own workflow, tough.
Macs are kind of the same deal: for the most part it’s no-touchee, you’ll break stuff. Just push the very shiny buttons and be happy that everything Just Works ™.
But Linux… doesn’t seal anything in plastic. All the gubbins are not only there on display, they’re mostly all human-readable and human-tinkerable with. Instead of mysterious monolithic chunks of software communicating with each other via hidden channels, with configuration in databases you don’t get to see… it’s mostly scripts you can read and tinker with, and plain-text config files you can edit, all writing useful details in highly-visible log files that you can read through when things don’t do what they’re supposed to.
Now with a lot of distros, you absolutely can just push buttons and treat the thing like a Windows box, and never have to tinker with the fiddly bits. You’ve got a browser, you’ve got apps, you’ve got games, it just does the thing. But if you want to start getting technical, you absolutely can - unlike windows or mac.
But this very ability to configure and tinker and patch bits on - and the fact that most distros don’t have a gigantic microsoft-sized coordinated team all following one shared vision, but are wired together like a kind of junkyard frankenstein from thousands of separate teams as a labour of love - means that occasionally you will need to get technical to deal with small annoyances or use-cases they didn’t think of.
Yes, yes she is.
Someone once described her as machine girl’s furry alt account :D
Good lord, speak plainly.
That’s more of a swingers thing than a poly thing.
In the vast majority of poly relationships, people are in separate relationships with each of their partners.
Triads (and quads, etc) are hard-mode. They certainly exist, but they take skill and effort from everyone involved, and so are significantly more rare. And of those, probably only a minority are going to be into the whole group-sex thing in the first place so… not very often.
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?
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.
Who says you need punishment at all?
The vast majority of misbehaviour is down to poorly-developed coping skills. Which kids have, because, y’know, they’re kids.
We all do stupid shit we know we shouldn’t, even when we know it will lead to bad outcomes for us, because fuck it.
Work is stressful, fuck it entire pizza for lunch. I’m sad and lonely, fuck it I’m calling my ex. I have a shitty headache, fuck it imma chew this stupid customer out. Omg I need to know what happens, fuck it I’m binging the rest of this series at 1am on a work night. Partyyyyyyyy fuck it lets finish the entire bottle. And so on, and so forth.
Emotion management and impulse control is a learned skill, especially when you have to integrate it with all the social stuff. People have decades of experience, and they still fuck up.
What the flying fuck do you expect from a little kid? They’re hilariously incompetent at literally everything; why do you imagine that they’d be automatically perfect at probably the most difficult complex and nuanced skillset there is? They need strategies for dealing, they need experience recognising that they need to deal, and they need time to develop enough emotional resources to take the strain.
And since when did anyone get better at learning any skill when every slipup leads to some asshole deliberately inflicting pain and/or misery on them?
That’s not how you draw a dog, Emily. :thud: You made me do that.
You missed the ball, Billy. Now you don’t get fed.
No, Kate, 5 x 8 is not 42, now I’m going to throw out all your toys.
It doesn’t work like that. People need to learn from their mistakes just as much as from their successes - which means a safe environment with support and feedback, not anxiety, fear, pain and shame.
When my kid was about 6, he had the worst time with video games. He would get frustrated when he lost, frustration would make him worse at the game, he’d start losing more and more, get even more frustrated and he’d spiral into a meltdown and storm off in rage and floods of tears and be absolutely miserable for ages.
Getting angry and melting down because you lost at a video game is entirely unacceptable behaviour, but just heaping more misery on him for doing it would have been not only highly counterproductive but a complete dick move as well.
So instead of doing that, I taught him how to manage the emotion - how to recognise the feeling of frustration, how to recognise when it was building up past his ability to handle, and then to step back and take a break until he was out of the red zone before getting back to it. It took trial and error and a whole bunch of practice, but by god it worked.
Once he got the hang of managing it, not only did the meltdowns stop, but the breaks got shorter and rarer as he smoothed out the curve and got to practice increasing his tolerance without catastrophic failure blowing the whole thing up. Before long he was actively seeking out the most ridiculous rage-games like Super Meat Boy and VVVVVV just to revel in it (and beating the shit out of me at them too, little tyke).
And this principle generalises across the board. Teach them to manage the gigantic emotions and impulses that assail them from all sides. Give them a strategy for dealing with them - and when something gets past them, acknowledge the failure, make restitution if necessary, then postmortem what went wrong and how to handle it better next time. They may not like the process, but that’s worlds away from deliberately inflicting shit on them for the sake of it.
They absolutely do need the feedback, you can’t just give blanket approval to everything and expect results - you just keep it constructive. It’s that simple. Unconditional love and they need to do better than that what the fuck little dude.
And when they’re too little to reason about stuff, that’s what the Parent Voice and judicious use of Death Glare is for. You don’t need to yell, you just go full Mufasa on them as necessary. There’s a couple of cheap tricks you can use to de-escalate threenager tantrums, mostly by interrupting the self-talk loop.
And it works. My kid got all the way through the school system without ever getting in any kind of trouble; I don’t think I needed to even tell him off about anything past the age of 10 or so. We have a great relationship, I never had to be a dickhole to my kid, and I never relied on intimidation to maintain authority through his childhood, it just naturally tapered off into mutual cooperation as he got older.
Knowledge is justified true belief.
You can’t know whether you have it or not.
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.
I’ve played the crap out of both; they’re really good.
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.
If someone came into my home and started making derogatory racist remarks about me, I’d say that response would be entirely appropriate.
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?
Spoken like a person who isn’t forced to use JIRA