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Cake day: November 21st, 2024

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  • Yeah, I’m at 1080p and have usually not had any issue with the games I’ve wanted to play. From Might and Magic Book One (1986) to Monster Hunter World/Iceborne. But I’m very selective with the games I play—usually do not tolerate bugs or unnecessarily resource intensive ones where it would’ve needed a lot less for the same thing with more care taken.




  • I do not agree with the method of Luigi Mangione, if he was indeed the one who killed Brian Robert Thompson, because it completely put him in the power of others. A better way is to be a pain in the backsides of all such as Brian Robert Thompson (which is not going to be even a tiny fraction affected by the politics of saying what should or should not be done as it is going to be by non co-operation, civil disobedience and boycotts), such that they can no longer do what they do and no one can simply replace them (which is what will probably happen now. I doubt too many are concerned about the deceased very badly, instead their own safety. The chances of a ‘better person’ taking the CEO role are low). That said, what he will face is likely to be anything but ‘justice’. On the surface, yes, but I would heavily doubt any claim made that he was not subjected to illegal treatment, and continues to not be subjected to it, while in custody. This is on the basis of the reaction of the authorities to the killing, mostly from the political and law enforcement. One would think that the most benevolent person was killed by one who is varying degrees of being evil. The authorities who control the process have mostly taken a side, and that is never the feature of a system which seeks to uphold ‘justice’.






  • Cool. I could still get Baba is You at some point, and I’ve never played a Zachtronics game before.

    I do know one game which 95% meets all conditions put—Heroes of Might and Magic 3’s base game without mods so far. The game has a ‘fan’ trap where they tell just about everyone that a popular mod is either the definitive or best way to play. I played that first. I later played without mods, it was many times more complex and somehow better balanced. I felt abusive because the mod, at that particular time, had a first time load screen which claimed the original makers did not know what they’re doing—and merely stating anytime that you prefer it without mods would incite open hostility from many, even when no reference was made to the horrible methods used. The game itself, however, fully utilises having practical knowledge and using it to strategise which method you’ll use against your enemies (for example counter attack, drain their armies and resources, or simply charge at them with full freedom of how to go there and to adapt) and giving you freedom with hundreds of possible strategies to play with, and the game involves the simulation of choosing any side who range between the most evil to the lesser evils all fighting each other as similarly minded factions (and doesn’t really play into the harm of civilians in the game itself). There is something really enjoyable about it even if some maps could last 10 hours at a moderate pace, and even longer if you simulate a show of force with complete map domination and capture (which can be useful when you can carry over the hero levels to the next map, which is stated beforehand).

    I’m playing this currently. I’m also looking into the enjoyability of wholesome sexual content, and the enjoyability of the comedic evasion of characters from people who want to do sexual acts with them but which will only lead to trouble later. But these come later and not from games.


  • rtc@beehaw.orgtoTechnology@beehaw.orgNever Forgive Them
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    4 days ago

    It hurts everybody you know in different ways, and it hurts people more based on their socioeconomic status. It pokes and prods and twists millions of little parts of your life, and it’s everywhere, so you have to ignore it, because complaining about it feels futile, like complaining about the weather.It isn’t. You’re battered by the Rot Economy, and a tech industry that has become so obsessed with growth that you, the paying customer, are a nuisance to be mitigated far more than a participant in an exchange of value. A death cult has taken over the markets, using software as a mechanism to extract value at scale in the pursuit of growth at the cost of user happiness.

    This ‘death cult’ is just ordinary people who take the easy way of forcing others to provide what they cannot do themselves. The commercial system is little more than a convoluted mechanism to fulfill this need. While, of course, not being extremely cruel to the workers because that always has consequences. This rule goes against the very instinct and reason for those radically believing in this system though, and as a result is disregarded in time by people who believe their predecessors who bit more than they could chew were foolish for not merely suffocating the poorer classes even more, in the hope they will work for them out of desperation.

    These things have a simple root—it is people being unwilling to bear the burdens and pains for becoming capable of doing what they want to do, and seeing it preferable to push the pains on others instead. The most effective way to deal with it is to disobey and push the burden of pain right back to the cause of problems, rather than take up the pain for either pennies or the promise of easing the pressure, while the majority of the benefit coming from the work you put in goes to others. Push it back, reject it, and push it back again when these persons defiantly cause more problems. They’ll end up toothless and—the horror—with take up some form of technical skill learning to survive.

    An organisation without the technically skilled persons to suffer under work for them are just a bunch of persons with many desires but no way to fulfill them. All the while the structure of ‘legitimacy’, which forces people’s hand to work for practically achieving nothing, breaks down. People are forced to work hard again if they ever had the idea of simply making others do the work and benefiting from it. In this happening you do not destroy co-operation and business themselves, but only trim these perverted aspects off them.


  • There are ways to mitigate this.

    • Interact with software which had more to do with people doing technical work rather than being involved in ‘business’ or ‘employment’.
    • Reject the trend of legitimacy and embrace practicality.
    • Simply do not co-operate with the entities doing these things. This thing in particular works even in the most hopeless seeming situations. Also, casually disobey.
    • Move towards being more and more technically skilled yourself. It does not necessarily have to be with computers, if you prefer not to. You will find yourself not dependent on anything in an absolute manner, and these organisations will lose out on one more user they need to survive—because they work that inefficiently with their already less effective methods of operation.





  • Was always wary of getting into the Saints Row series because I always like to start with part 1, no matter how different it is and if it was a different set of people making it. But doing this on PC is not as simple as meeting a steam purchase and I already have had plenty to play, so I was reluctant to get into yet another series with more than 2 installments. I’ll see what I feel like later. I’m fairly used to configuring games to work, but I take a lot of time with it.

    I’ve already decided to check vampire survivors…

    I’m extremely wary of what the state of Forza horizon 4 will be if servers go down—I usually, almost entirely rather, avoid live service and anything with needless dependencies for that reason. It seems the FH4 servers will still be on for years, but even then it is possible that when servers are taken offline, it’ll be before I play it… or play it adequately.

    Example: I wanted to start Divinity Original Sin 1 in late 2021. I instead started it in 2024, and have done about a quarter of it only before leaving it alone for a bit. This happens a lot depending on what I’m occupied with in general—and doing all of the classic Divinity games, and not really liking most of them aside from Beyond Divinity which I found decent and Act 1 only of Divinity 2 (the action game) very good, also played a part in that. While there’s no matter of playing the earlier entries, I am going to get a lot busier soon so it seems to be a problem.



  • I like this detailed answer. Firstly frustration and risk/reward is the opposite of what I’m looking for, the nature is a bit different from what I’m looking to experience. The things I need are not achievement but completeness of concept. To that end even relatively tough action games with the quality of life features to reduce frustration might fit the requirement, as long as the gameplay concepts are “fully thought out”—not only is enough thought given to what you’ve put in, but the nature of each addition and how it relates to the persons playing them, what it makes them feel… along with the relation with other mechanics to make sure how they go together. Games which use frustration also use this to some extent—but frustration is the opposite of what I’m looking into. The stuff I work it makes the user feel as comfortable as possible—with thought put in to remove all frustration, while simultaneously delivering depth of concept. These two are not incompatible, but requires a lot of thought and effort to deliver. Eventually it goes into the psychological of what people like, why people like them, and what specific feeling causes you to like such a thing. Eventually you go into questions like is such a thing natural—is it something people will like without having a particular mindset, political stance, education… or will it only be enjoyable with any or some of these things and are looking for aligned art.

    Then, after understanding these, it comes to making something that anyone can enjoy, as long as they’re not coming into it expecting affirmation for the things they believe in. That latter part is up to the user and it is not up to the maker to determine whether a person should like it or not—the emphasis of the maker is on not messing up the process itself, and then to let people react naturally to your work. Of course, the world has an element of malice for the sake of it, but dealing with it in an adequate manner and not be aggressive in general, especially against people who merely want to use your work and know more about it, is important. That is a place many modern makers are failing in. But that is not related to the process of making something itself.

    The most important element in this process is making something which isn’t malicious—cause harm to anyone for any sort of gain, even to affirm your own thoughts—while, at the same time, pushing the levels of depth in your work till it reaches a natural state of full enjoyment. This is part of the learning process which must be completed before work is started on anything. This last part is what I’m finishing up on. At the moment, usually the deeper you go into art, the more you see things which are inclined with enjoying instances of cruelty—or so it seems many times, but it is not always the case. Understanding to the end the reasons of many things, the things I’m trying to experience, is key to delivering an even deeper work which is not embarrassed of anything, but does not take pleasure in cruelty. The reason for this is not to attract mainstream crowds—which is always going to be hit or miss—but to ensure anyone… mainstream, those who aren’t what is called ‘normal’ (I personally fit into the latter) enjoy the work completely while not feeling the slightest bit unpleasant. The showing of villainy can still be delivered while doing so, by placing importance on structure—whether you show the cruelty for most of the time, and show its resolution for a short amount… or whether you describe what the situation is and then allocate a lot of time to the detailed described resolution of a problem and how it affects the people around.

    All these things are, again, to be learnt before starting anything. Understanding the things that people enjoy is most important when structuring your work well—even when you already have made a fully developed idea for a story. These are the things I’m focusing on. I cannot really explain it in detail other than saying pride and achievement are on the opposite side of these things and, as elements, do not really go into the work I want to do. I’m intimately aware of the natures of pride and achievement—mostly the negative aspect, which I’m not going to get into here because I do not consider it my problem to worry how people think, and these explanations are likely to cause debate, no matter how well intentioned either or both sides are. On the other hand, my understanding in the basic nature of enjoyment of a bit limited, and that is what I’m trying to implement when I start my work so I’m trying to change my limited understanding at the moment. Such a thing is possible by experiencing oneself—from any place, such as books, movies, games, people taking action… from anywhere.