

I didn’t know people could post on defederated instances
I didn’t know people could post on defederated instances
Never played it.
I’d say based on his last 3 songs he is now fully political. I mean we’ll see what he does next, but Hind’s Hall 1 and 2, and Fucked Up are all super political and powerful songs.
I’m too old to say what anything this generation is, but look up “fucked up” by Macklemore. Came out at the start of the year and it’s the most rage against the machine esque thing I’ve heard in years. Got me riled up.
Edit: I see you literally called him out in the post, so this is old news to you I’m sure. I’ll leave it for others to find!
Is there much depth to that? I’ve found in the past they keep adding new systems, and each new one has exactly the same issue of being another thing that’s not super deep. And by deep I mean full of surprises and things to learn, not you can technically do it for a long time.
I’ve tried to get into it periodically. I like aspects of it, but it’s also very bland in some ways I find. Like there are infinite cool planets to discover, but the resources are more or less the same on each and across the whole thing. There’s so much to see, but so little meat on the bones I guess?
I need a bit more pulling me forward than what that game gives you I think. The phrase “wide as an ocean, shallow as a puddle” has been my experience with it unfortunately. I know a lot of people like it these days, though.
GTA. I’m a SciFi and fantasy guy so it just doesn’t do anything for me.
So in my opinion ai gen images are basically the opposite experience of looking at good art.
A good piece of art has loads of details and nuances that came from the artist’s taste and vision. The longer you look at it the more there is to appreciate. You keep finding new details you missed as you study it.
Ai gens are the opposite. They look fine and competent at a cursory glance, but the longer you look the less meaning you find, and the more defects you discover. Personally I believe this is why they feel so wrong to look at for any length of time.
Oh really? I haven’t heard of that before.
This seems like a fairly clever type of “strike” actually. Quotes cause it’s not really a strike, but it’s definitely strike-adjacent.
Having something suggest networking opportunities doesn’t sound like the worst, but only if it was suggestions in their own section of the app (and not bombarding you with notifications about it either). This implementation is truly god awful and I can’t believe anyone thought this was a good idea.
It comes from a good place. Make things have more quality of life. Makes things feel smooth and responsive. Don’t make things obtuse and confusing.
The problem is that while some friction kind of sucks (I don’t think many would want clunky movement or controls), lots of experiences get thrown out with the bathwater when this goes too far.
My philosophy is that friction needs to be seen as a tool. It does something to the experience, and it needs to be considered whether removing it will improve the experience, and if so, what is being lost in the process?
Yep, exactly. That’s the good use of lack of friction. The philosophy I have is just that it shouldn’t be seen as always good no matter what. It changes the experience to remove friction, so any decision to do so should be thoughtfully done with the experience in mind.
Hear hear! This is such a plague on games and media right now. I don’t blame developers that much, because lack of friction is super commonly taught in game design courses, and it’s not always bad. It can be done waaaay too much though.
That is a wild extrapolation from a sample of 615 people
I think this is a big problem even without evil choices. I really want to see more games explore things happening because you DIDN’T accept someone’s quest. Maybe something bad happens to them, or perhaps they resent you for turning them down and spread bad rumors about you.
Sadly like you said most of the time the choice in taking a quest is actually: do you want more content, or not? Not much of a choice at all.
I think that evil paths in games are often the least interesting, too. Usually it just means you kill everyone and/or fuck people over for no good reason. Like you said there’s no depth. You almost never have to face any growing consequences for your actions.
Real evil is usually greed and fear weaponized to enrich and empower oneself. It’s self-interested and often delusional, but to that person they are still the hero of their story.
This is actually a very sincere statement from the company. Kind of refreshing.
We had way better luck with lettuce. Someday we’ll get some bokchoy!
Ah, I see. I wonder how convoluted that’s going to be in a few years 😅