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Joined 7 months ago
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Cake day: December 9th, 2024

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  • People are ragging on the AI art, but the message is also bland pseudo-mystic instagram-motivational word spew. Many religions and philosophies teach things like this, but even real quotes are reduced to pithy candy aphorisms when taken out of context like this.

    Like it definitely is trying to riff on the genre of Zen Pencils.

    And funny enough, that Thoreau quote is more in line with global views on happiness: the pursuit of it is in some ways the root of it’s nonexistence. When we focus on making a better and simpler world for all, happiness often follows.



  • My impressions from this comic are that I would hate the creator if I ever met them.

    I think the joke is a typical take on ADHDers having “eyes bigger than their stomachs” for large tasks. Swimming in a lake is very fun, and can help one feel connected to nature. Swimming across a lake is a huge task, possibly requiring training, could take a long time, and is dangerous.

    Why they decided to sit on the beach instead of swimming at all, I have no idea. Maybe it’s a “lakes are deep and scary because lake monsters” thing?




  • would the world be a better or worse place if everyone did what I’m about to do?

    This is basically another formulation of Immanuel Kant’s categorical imperative, sometimes phrased:

    “Act only according to that maxim whereby you can at the same time will that it should become a universal law.”

    Which is itself basically another version of the Golden Rule: do unto others as you would have them do unto you.

    I’ve heard advocates for the Platinum Rule as well: Do unto others as they would have you do unto them.

    My point is that even the great thinkers of history, in conversation with each other over the millennia, have not gotten over the hump of morality being fundamentally subjective yet some lust for justice keeps us arguing in favor of some version of objective, universal morals.

    One of the more helpful tools I’ve found is John Rawl’s veil of ignorance, also called the original position argument. Basically, if you were redesigning society around your new rules, but had no idea which position you would hold in the new society (it’s randomly assigned or impossible to predict, in the thought experiment), would you consider your rules successful and your society valid?

    This tool allows for an objective evaluation of many subjective points of view, through statistical means.

    All of these tools fail in a particular way though, which is that they individualize the search for ideal behavior. They ask: What morals would be best in a perfectly designed society, of which I will be the architect. Perhaps no individual is capable of devising a universal system of behavior?

    Locked into their subjective experience of the world, how could any individual operating within such a system gain the conceptual distance necessary to redesign the whole? Rather, we are all shaped and attempt to shape society, aided and resisted by our resources and allies, in a chaotic and turbulent system that we are incapable of existing outside of. Even with a plan for a universal morality, how could you possibly implement it without contradiction?


  • Commandos to me is the start of a different lineage of real-time tactical stealth games, which goes on to include Desperados, Shadow Tactics, and Shadow Gambit (yes, most of those were made by the same team).

    Outside of the OGRE-alikes (FO Tactics, FF Tactics, Disgea, and so on) some other options for tactical games that are a little different:

    • Nexus: The Jupiter Incident - sort of a 4X game mixed with tactics, or like Homeworld with a lot fewer units
    • Myth: The Fallen Lords (and sequels) - classic pre-Halo Bungie titles that mix RPG and strategy. Somewhat defining for the RTS genre too.
    • UFO: Aftershock and sequels - a series that tried to revive XCom before Firaxis rebooted it. Not as good, but pretty interesting and fun, a little easier than old school xcom but not as polished as the newer ones.
    • Cannon Fodder - a UK classic, very arcadey but very fun and lighter than all these other “serious” games

  • This is entirely apocryphal, but my friends who are very into blind items and celebrity gossip tell me about “yacht girls.” Famous (but not too famous) women are often invited to rich guy’s yachts as soft escorts. Sometimes there’s sex, often they’re just there to be pretty and flattering. Apparently Zach Effron is frequently a yacht “girl.”

    So yes, I think a fairly significant portion of minor celebrity income is from private appearances (of one kind or another). Speaking engagements for businesses or clubs are another big (legitimate) arm of this trade.



  • More realistic versions:

    Waterfall: the car is “finished” at the end, but replace the engine with a huge roaring fire. The Dev team continues to put the engine fire out and build the engine for 3x the original project duration.

    Agile: replace the cute scooter and bicycle with the partial car graphics from Waterfall, but mount a uniccyle seat and then a park bench on top of the partially built car.

    AI: the whole thing should always be on fire, and have several spies from different countries taking pictures of it constantly.









  • Works for me. I got stuck on the puppet king second phase and gave up. Not like rage quit, I just never went back to the game after like a dozen attempts, uninstalled it months later to free up space.

    I love difficulty adjustments. Tuning a game to be right for every audience is impossible, better to let the end client have some control over fine tuning their experience.

    Control is an excellent example of this for me. My GOTY when it came out, still an all time fav. I love the story and setting, but the combat is tedious after a while. In that case, lowering enemy health made the game less boring without being substantially easier, giving me the kind of experience I could enjoy.