Fascism in front of you

What has happened will happen again. And it will keep happening until it finds ground that is fertile.

There’s only one solution I see, and while it won’t happen, it’s still a solution potential. To find shared principles that are not reversible (and I wouldn’t be surprised if those quoted in the image are infiltrated right-wing sockpuppets, even though there are idiots everywhere).

In a comment within that forum thread, now removed by moderation, I also wrote: “Half the people who voted today think that of you. That you have internalized bullshit propaganda. You are looking in a mirror thinking who is the ugly fuck that stares back.”

This is one example set in the stone of objectivity:

“Let us fight to free the world, to do away with national barriers, to do away with greed, hate and intolerance.” @ minute 3:02

Remember what isn’t reversible: that nationalism and fascism are the same, that defending borders is a fascist principle.

BlueSky

On THIS side we only play hardmode. We embrace complexity and doubt, rather than fleeing or ignore them.

On enshittification and BlueSky, which I’m currently using and hoping it will work as an alternative.

They did care about their users. They just cared about other stuff, too, and, when push came to shove, they chose the worsening of their services as the lesser of two evils.

Any system where users can leave without pain is a system whose owners have high switching costs and whose users have none. An owner who makes a bad call ā€” like removing the block function say, or opting every user into AI training ā€” will lose a lot of users. Not just those users who price these downgrades highly enough that they outweigh the costs of leaving the service. If leaving the service is free, then tormenting your users in this way will visit in swift and devastating pain upon you.

There is no such thing as a person who is immune to rationalization or pressure. Iā€™m certainly not. Anyone who believes that they will never be tempted is a danger to themselves and the people who rely on them. A belief you can never be tempted or coerced is like a belief that you can never be conned ā€” it makes you more of a mark, not less.

Enshittification Part 2 – Brogue

This one seems to have been “justified” because the new way looks better on 4k screens.

I guess next we’ll have ray tracing applied to ASCII games.

But more annoying is that there’s no reason to hardcode it, as if you purposefully antagonized the original style.

…Why? And why purposefully removing the option that has always been there in the old code?

There’s no reason to write those numbers as constants in the code. Once you know the “rows” and “cols” of the tiles.png, and so the grid the game uses, then you can read the size of the image and set tile width and height accordingly.

I always thought that in the case of Brogue and its neon-color style, a bold font looks much better. Even all the screenshots at the website match the old style: https://sites.google.com/site/broguegame/home/screenshots

Once again, old VS new.

By the way, you may notice an apparent contradiction between this and the other. Because here I prefer a blurrier font, while there I want something that is printed clearly and crisp without any fuzziness.

Brogue is a game of a certain aesthetics. It’s intended to be more immersive. With ASCII being more tiles than text. It’s not a game full of numbers and statistics, the UI on screen is minimal, and the levels of the dungeon have been made with a certain size proportional with the screen available. It’s a game built around simplicity.

Cataclysm is the opposite. It’s a game that needs to cram lots of information, full with mechanical complexity and abstractions of “realistic” mechanics. It is open world, you can see far away, therefore it is best that the visual range is contained within the visible screen to have better awareness. Making ASCII ideal specifically because they convey information immediately without wasting screen space.

Enshittification :(

It especially hurts when enshittification comes close to home.

There are some spaces I consider safe. Even when not playing these “niche” games, it feels good knowing they exist and continue on their path. I already felt really bad for all that happened to Dwarf Fortress. More recently I felt bad for Songs of Syx, which in some ways did things better than Dwarf Fortress itself. I helped a bit popularizing it, because it was a really good game… again only to see it destroy most of its (already problematic, but functional) art style and UI.

But this is especially hurtful because I contributed a little bit, and was there from the beginning. It really felt nice knowing it was a thing that kept going, for ten years. Creating a legacy just like the ever going Angband or Nethack. Switching hands but always moving on and improving, while staying close to the original vision and ambition.

We’re really moving into an age where things simply end.

Angband and Nethack have their own fairly limited graphic support, but they always existed as an optional feature. Even more modern projects like DCSS keep offering the game in tile or console mode. Because the medium is fundamental, and branching away from these roots is not a way to “improve” a game. It goes beyond a game design decision, it’s a derail of the mission that has been part of the game all along.

So I was really sad to see that after a routine update of my local install of Cataclysm I found that in-game menus now have been replaced by ImGui panels, that badly clash with the rest of grid-based UI (not only because of style but because the rendering of truetype fonts isn’t suitable to an environment built around bitmap fonts). Right now it’s usable, but devs somehow decided this is an ongoing effort to replace the whole UI. That’s how it is, and it’s not an option anymore.

“Why would we maintain two entirely separate instances of the game UI?”

Well, we used to care.

Old VS New

A Dog Whistles

https://x.com/elonmusk/status/1848375429008073034

OBVIOUSLY he only meant red/republicans VS blue/democrats.

Yeah.

Btw, I jumped ship to BlueSky. It wasn’t the plan, but it seems quite nice. I’ll see how it goes from here.

On Asmongold, and his cradle of monsters

A few words on this, I guess.

I watched the part on stream where he was saying those things about genocide, and I through it was all bullshit. Really stupid shit.

Then I read a bit on some forum at the reactions, and I got really annoyed by how his words and opinions were twisted. So one moment I was assaulting him (in my mind), and another running to his defense. That’s how I always find myself fighting against everyone, and losing all battles. But… We should really not need to resort to exaggeration and straw-manning when what is being said is ALREADY evidently wrong when taken accurately for what it is. Why do you need to distort, to make it worse, to point at an enemy and make it so irrational to be incomprehensible?

That’s how you stop understanding, and how you start hating. The blind hate of rage that only damns inwardly.

Before you try to understand WHY what Asmongold said was wrong, you need to understand why he said it and why it was rational and logic from that perspective. If that perspective doesn’t look logical, it’s not because it isn’t, but because you conveniently distorted it, to make him the monster. To feel good for hating the bad guy. As Diablo would say, you hold your convictions, but understand nothing.

So what was Asmongold’s “logical” point? As he repeats in his “apology” video, he is against religious extremism. So what he did in practice was to mirror and so reverse the statement. In a way that looks like this: if these people want to kill us, then they deserve to be killed. He applied a kind of silly reciprocity, but that still kind of works on this simplistic line of thought. From his perspective it’s like saying that he hates so much these religious zealots that would slaughter with glee, because how deep they are in their absolute ideologies and convictions, that if they end up eating their own “ends”, then it’s only right. It’s only right that you suffer what you’d dispense to others. If you want to deliver violence, then you deserve receiving it.

That’s the “rational” argument. If you don’t understand the legitimacy of it, you’ll never know how to actually, properly DEFUSE it. We’ll go through apologies and posturing, while those people will continue thinking what they are thinking.

What is actually wrong in that argument has at least two core aspects. One it’s tricky and complex, because it’s about realizing that it’s all circular violence that perpetuates itself, and going that way only reproduces what it is, progressively getting worse. Which is exactly what is happening in the practical context of these wars. You’d have to learn how to “correct”, rather than “punish.” And how to integrate, rather than expel and reject (which is the whole ultimate point of this culture war and “canceling”, aka, accountability versus recovery).

The simple part is instead realizing that groups and cultures are quite far from homogeneous, and you need then be very careful to contextualize when you pass judgment. Not everyone in Palestine is a murderous zealot, and this goes without actually saying. But even then, see the point above, even if they were (religious zealots who would murder with glee), do they deserve death? Because here we’re back in theme with all the Gad Saad/Elon Musk rhetoric about the west (and the left) having become too empathic with their “enemy.” And so we should destroy our enemies in order to survive (prevail).

Well, that’s supremacist ideology, and it is VERY POPULAR.

You know what happens when you ban Asmongold? That you FEED that ideology. Because you slap the wrist of the exaggeration, but you condone the underlying ideology. You just hid the worm so that it keeps spreading the rot in society. You clean the surface, while the rot spreads BELOW.

Everyone was ready to rage at the superfluous so that no one addressed the rot.

And so rather than an episode (and following apology), we get a SEQUENCE. Because that rot will continue spreading and surfacing again and again, having not been addressed for what it is.

In the same way having powerful weapons and having the upper hand doesn’t give you the RIGHT of killing your enemy, but charges you of actual, practical RESPONSIBILITY of AVOIDING that brainless reciprocity. The same with Asmongold, having popular stream and videos watched by tons of people, charges HIM with a similar responsibility.

Because idiots are everywhere, and the worst is keep breeding them. One one side you’ll have those idiots who hate Asmongold and will say his apology is dishonest. Because they feed on the same certainty that drives their enemy. And then there are idiots, the greater majority here, that do not believe his apology BECAUSE THEY AGREE WITH HIM. And they think that this apology was ALSO dishonest in order to comply with great censoring powers that control the world.

They double down on his defense, thinking that they KNOW that he spoke true the first time, and false the second. And that’s Asmongold’s responsibility, here, to remove ambiguity, rather than to feed it however convenient:




While I don’t think anyone is responsible for how other people decide to twist what you may say or write, you still have the responsibility of what come after. Of confronting what monster you have produced, rather than brushing it off and deflecting responsibility.

These are your children.

(it’s quite funny, one of the guys there, thinking that correcting your parents having the same impact of personalities on the internet with millions of followers)

EDIT: Nevermind, he came back to be worse: https://www.youtube.com/watch?v=mCms-mad-Eo

Approach to Releasing Content: Wrong

I’m slightly curious about the imminent release of another MMO: Throne & Liberty.

NCsoft almost collapsed, I guess they really need this long-in-development project to turn out well. But there are tons of problems. Some of these are design concepts easy to fix, if the intention exists. But some other are ingrained deep about the type of game. I won’t discuss any of this.

Instead I’ll comment this: https://www.playthroneandliberty.com/en-us/news/articles/autumn-2024-content-roadmap

To begin with, how many times you’ve heard something along the lines of “I absolutely have to play this game, there’s an Halloween event going on” ? I guess never.

Seasonal events are a nice addition to any game because they add some flavor. But they never are the guiding purpose. If a game relies on a seasonal, transitory event to gain value, then it means that the foundation of what the game has to offer is shallow. Unless of course you expect players to come and go in phases, but once again, a seasonal event will never be enough of a motivation to bring players back. If anything it helps engagement of those already there. But okay. I only find quite weird this emphasis and focus, with the launch of a game, for something as TRIVIAL as seasonal events…

In general we can say that seasonal events “follow”: if there’s interest in a game, that interest can be translated to some interest in a seasonal event. But a seasonal event will never magically bring interest BACK to the game itself.

The real problem is that reading this, and without having information about details, I can already say this whole approach is WRONG. The idea of frequent updates rather than wait for a big content drop after months is a better strategy overall for a game that wants to stay alive and active. That part is good. The part that isn’t good is that, as you can read, they put lot of emphasis on the pacing of power, player-progress. Including some hints of a catastrophic approach to deal with this: statistics-based design.

What would even mean “identify the best opportunity” and “active player data and feedback” ?

Best opportunity for WHAT? Obviously, the underlying argument is that the addition of new content has to be …paced. Therefore, as those two points indicate, the western release will withhold some progression systems compared to Korea. They will monitor how the overall community bites onto the game, and measure the rate of progress, in order to keep this overall progression well paced.

Do you understand WHY this whole approach is completely broken without any further examination? I hope so. This is an MMO. It’s, in some way, a world. Yet, the overall game design and game development approach, is to treat this game AS A RACE.

You PAY MONEY to get an headstart, because the sooner you begin this race, THE BETTER CHANCES TO STAY AHEAD.

(note that they gate events even AFTER the early access phase, so that early access servers CONTINUE to be ahead even after the full release)

Itemization is a mix of loot-based systems, crossed with guild-based gating systems (that promote community toxicity and elitism), blended with item level-based progression as a materials and currency sinks. A somewhat “walled” grind, but grind nonetheless, and GATED grind on multiple levels, the minority of which are time based. All the rest is gating by selective systems. Of guild-based rules of circular dependencies of “you need to be already qualified to join.”

It is what is likely to become, very quickly, toxicity: the game.

So, back to the actual problem hinted above, because what I described up to this point was simply cause, not end. This overall strategy worked well for Lineage and similar. It won’t likely work today.

What I mean to write here is not in the way of an “opinion”, but in the way of an analysis. The intention is that what I write doesn’t depend on me, nor it reflects my desires and preferences. It just is (unless I’m wrong, of course).

What “just is”? What is this mountain of a problem?

You are trying to design your game as a race, and then as consequence all your effort is at trying to gather data and feedback so that you get the pacing of that race as good as possible. All good? Yes, if you lacked the perspective. This is exactly the right way of proceeding, as long you embraced the problem as it is. But the scale of the problem is much larger: you are creating a gap between new players and veterans.

To be successful long term (when these days “long term” can be as short as three months), your game needs a constant influx of players. New players. Players who have no idea what they are doing and put effort to learn things from scratch. The game systems, game design, overall structure of the whole thing, need to be constructed as if they EXIST OUTSIDE TIME. No matter if you start playing during an headstart, or six months down the road, or two years from now: THE GAME NEEDS TO BE ACCESSIBLE. It needs to be fun, and it needs to be well paced.

It’s not a fucking race, even if you want it to be a race. Because, no matter what, you have two scenarios. Either you have millions and millions of players on day one, and then are able to keep enough of a fraction to be successful. Or you’ll have players, if the game is good enough to convince players to try it, that maybe join a week later, a month later, six months later. If all your efforts are spent in a well paced race, then you are ERASING the totality of potential player-base joining PAST day one. You are desperately hanging on that momentous splash of day one. Placing all your hopes that the game will bleed players slowly enough to still make sense commercially. And even still, even IF an enormous success, you still run on a countdown.

Or maybe just understand that you need a time-zero type of design: the game needs to be well structured, out of time. No matter when a player joins.

I know how these games try to wrestle the problem: eventually they’ll implement some catch-up system. Some cuts in the early game so that new players have a faster on-boarding. Destiny 2 is that type of game. It’s also that type of game that shot itself repeatedly in the feet. It just happens that eventually you realize you can’t walk anymore.

You can’t fix this through band-aids. The “speed” is never a point, because being in a constant race is only appealing for a tiny group of players. Within some niches, a tiny group can be well enough to be sustainable, but I suppose at the scale NCsoft wants to operate, it won’t be.

It can all be fixed, just as long you understand the game needs to be designed to be accessible and fun AT ALL TIMES, rather than surfing at the temporary edge, dominated by an elitist group. You want to have meaningful progression? Ok, so the risk is that players get scattered across many power levels, populations dilute below levels that are active enough. It becomes a solvable problem of player distribution, and tiering that encourages players to also continue to populate lower tiers.

The problem is already embedded in the words of that announce. Their efforts are focused about timing the introduction of updates. Meaning that the CONSEQUENCE of this strategy SOLELY affects the players who are active THAT PRECISE MOMENT.

Whoever will join the game later, whoever wasn’t active in that time frame, whoever takes a vacation to do something else… Whoever wasn’t right there in an ever fleeting FOMO, is screwed and cut out of the game.

A game built on an ever shrinking elitist pool, where the focus on timing will be ironically PROPORTIONAL to the pacing of the game’s failure. The more SELECTIVE the player progress, the faster the game will bleed players out.

The more focus they will put on TIMING THE GAME RIGHT, the faster the failure they’ll get. Because every single timing they get PERFECTLY RIGHT, will also cleave the playerbase between who was there, and who is permanently gone.

I have no specific information of what’s contained within the boxes labeled “tier 2” and “rune systems”. Is it well designed, or is it not? You instead are saying: if we release it in September it’s bad, if we release it in January it is good. Then, I can confidently state that YOU ARE WRONG.

If the timing is perfectly right on day 1, it automatically means the timing is WRONG on day +x. Meaning that every player joining past day one will have the game being WRONG, always. One determines the other. Either game systems are good and work at all times, or they are wrong most of the times.

In the presence of everything I wrote here, all accusations and recriminations about P2W that DOMINATE discussions everywhere else ARE IRRELEVANT.

I don’t care if you can PAY TO DELETE FUN out of a game (you are the victim of your own choices), I care that a game has good game design built on rational analysis.

—–
In light of all I wrote above, the first line of that image is obviously completely wrong and quite silly: “The content release cadence is one of the most important (and trickiest) to get just right.”

It’s written as a matter of fact premise, when it instead just pure irrational delirium. The faster and the greater the amount of content, the better. Obviously. Of course considering the quality, that usually is the cause behind delays. Imagine taking that line seriously: “we’ve made a game that is simply too good and too big, our players are not prepared. We’ll destroy our competition, we cannot release it.”

You have a certain amount of limited resources, costs, and you try to make the best work you can. You try to match the speed of making something, with the amount you can spend, and the quality you have as a target. Within this context, you simply try to do it as fast as possible, as much as possible. Of course you don’t add a ton of content at once so that you open onscreen seventy pop-ups at the same time like in Black Desert, but that’s again a matter of gaming direction and designed flow, not of some ideal “content quantity” to guess right. The part that is tricky to get right is to avoid mistakes as much as possible, and focus development on what makes enough of an impact. You want to avoid making predictable mistakes, that then cause more time wasted to overhaul systems already complete.

How many resources you want to reinvest to secure the long term future of a game, and the quality of your game design. That’s all that matters. Everything else is out of your hands.