• 6 Posts
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Joined 2 years ago
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Cake day: June 12th, 2023

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  • Goodhart’s law strikes again.

    They can’t tune their process for ‘win election’, because that’s only one sample every four years, and it’s a binary value.

    So instead they tune it for ‘raise campaign funds’ as a proxy measure for ‘win election’, and that’s vastly more responsive; they can optimise the crap out of that.

    This also means that a bunch of influential people are able to skim significant amounts off the top, so they’re not minded to change it. They’re stinking rich so they don’t have to care about the actual political outcome - and the more people are suffering, the more they’ll donate.

    The trump win was a massive windfall for the next cycle of fundraising.


  • I never used twitter, I tried to use mastodon about a year ago and hated it, I joined bluesky a few weeks back and love it.

    Mastodon gives you an autoscrolling firehose of unfiltered junk on all, or an empty wasteland of subscribed tags, with nothing inbetween. I never found anyone I wanted to follow while sifting through screenfuls of firehose, so I didn’t bother.

    Bluesky has nice UX, the posts on Discover are mostly engaging content, there’s a bunch of people i’ve heard of over there, tags are encouraged via feeds, the starter packs are nice and the blocklists are amazing.

    Will it enshittify eventually? Sure.

    But then you just move on to the next free trial.

    It took me a week to find a bunch of lefties, journalists and shitposters on bluesky; whatever comes after it will doubtless be just as quick. They’re a fungible commodity - if I can’t find the same specific set of people on the next one, ehh.




  • Yelling at voters doesn’t help, neither does educating them.

    These things only affect individuals, and there’s hundred of millions of voters out there, in a constantly shifting cohort.

    You may as well try to bail out the rising tide with a teacup. You can expend unlimited resources on the task, and you’ll achieve precisely dick.

    It doesn’t matter how wrong people are, how stupid people are, or how fucked-up their reactions to things are. You cannot effectively change that at scale, except via constant, persistent social engineering over years or even decades.

    If the opposition is offering free pizza, then it doesn’t matter how much healthier and better your free salad really is. Don’t waste your time on trying to convince people, don’t waste your energy on it, don’t waste your emotions on it. People are going to choose the pizza, and you damn well know it.

    If you want them to take your offering instead, you need to come up with something that hundreds of millions of people will think is tastier than pizza.

    Now sure, you can try and sell people the idea that the pizza guy doesn’t wash his hands after taking a shit. You can put up giant posters of the cockroaches crawling all over the stall, and sure you might make a dent.

    But when the alternative looks like a bunch of dry bitter rabbit food to them, no matter how tasty it actually is, you’re fucked.

    You need to address the actual concerns of the voters (no matter how stupid), and you need to show them that you’re addressing them, in a way they’ll actually notice and appreciate.

    Not ‘ought to’. Will.

    What it needs is some angry people who will get up on their hind legs and fight for the working classes. It needs people who are loudly and visibly sick of the status quo, tired of the bullshit and ready to rip the face off anyone who gets in their way.

    Not the fucking charity-auction Moira Schitt ghouls schmoozing up to $LARGE_CORPORATION while laughing about the dirty poors, or smirking about how bombing Palestinian children is the only moral choice.

    (Seriously, Trump ought to hire Matt Miller and Vedant Patel - they did more to undermine the Dem campaign than anyone else. The optics were an unmitigated disaster.)



  • As a fellow Australian, I don’t understand why you’re surprised.

    “Hold your nose and vote for the lesser evil” may be pragmatic, but it doesn’t get people emotionally engaged. It doesn’t get you infectious enthusiasm and passion. It gets you reluctant, dejected compliance, and that simply does not catch fire.

    On the other side you have nothing but emotional engagement; god knows it’s not a rational or pragmatic choice there. Trump does nothing but pander to hatred and cruelty and fear and the power fantasies of gullible idiots, and it fucking works. Cheap shallow emotional satisfaction, no matter how stupid an idea it is. You know, like junk food and binge drinking and cigarettes and pokies; things that people know full well are ruining their lives, but they continue to seek them out regardless.

    If the dems ever want to win, they will have to make the progressives fall in love with them, and you don’t get that by backing genocide unconditionally, you just don’t.

    They didn’t get the oh-god-yes, just a not-no, and that does not equal consent.





  • Because the conditions required for fascism to take root have been incubating for decades.

    Massive wealth inequality, insecure employment, non-existent labor laws and worker’s rights, hollowed-out education, healthcare and social services, large corporations getting to write their own laws verbatim, political parties sucking dick for their donors, endless war ensuring unlimited money for the military-industrial complex, demonization of brown-people-of-the-week, fetishization of ‘the troops’ and ongoing acceptance of brutality.

    People are poor, desperate, ignorant, exploited and forgotten, they’re shown every day that killing the shit out of outsiders is the solution to all the country’s problems, anyone pushing actual progressive ideals is shut down and demonized as a threat to the profits of the 0.1%, giving people a choice between rightwing bastardry and neoliberal bastardry as their only lens through which to see the world.

    Give that the opportunity to flare up and of course it’s fucking going to. The republicans want it, the dems do nothing to prevent it.

    It’s like watching a party get the wrong kind of rowdy all night, you keep supplying drinks regardless, then you wonder why it turns into a fight, oh no how could this ever happen?




  • 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.