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Aleksander Barkov is not russian

en.wikipedia.org/wiki/Aleksand

It seems like there is not a single team without a russian player.

And fans seem to be OK with that: reddit.com/r/nhl/comments/1241

I'm so sad about how much American rednecks like . I was hoping that American rednecks still hate commies and ruskies, but seems like the cotton-brained idiocracy has proliferated deep love for russia and .

After almost 18 years of constant health issues, I had given up on ever finding a cure. So many tests and treatments did nothing to help.

It turns out I had a vitamin B12 deficiency. A single vitamin B12 injection has almost completely cured all of my issues.

If you know anyone who has unexplained health issues like tiredness, irritability, and digestive problems, check for B12.

ago.mo.gov/file-a-complaint/tr

the fascist attorney general of Missouri has set up a tip site for complaints about gender transition, hope it doesn't get spammed by long, fake complaints over and over until he takes it down!

#trans #TransRights #LGBTQ #activism

not what i was supposed to work on today but i have a basic implementation of the plain-text portion Peritext CDRT paper working. parts of the implementation are catastrophically inefficient lol but it is correct as far as i can tell.

So for the past couple of weeks, I've been playing with using GPT to transform HTML to JSON, basically enabling one-shot web scrapers.

Like a lot of things with these models, it went from "oh that's interesting" to "wait, it can do that?" really quickly.

I've now turned my experiments into a full-fledged library: jamesturk.github.io/scrapeghos

If you're interested, definitely read through the tutorial, I tried to recapture some of the "wow" discoveries: jamesturk.github.io/scrapeghos

@textfiles Hey what do you think of this graphic Jason? I just whipped it up, and I made it to be go with the link to your essay 🙂

Fuck all the way off with this “during #COVID” past tense bullshit.

P.S. It's a great game and it's absolutely impossible to NOT hallucinate that the main character of this game speaking in 's voice.

RIP, queen.

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I want to draw inspiration from this to add to the tactical espionage rules for ...

Dome Keeper is a ridiculously well designed game.

On the surface it seems to be about mining and shooting at monsters but really it's all about non-stop decision making, risk taking, planning and disaster management. And shooting at monsters, yes.

I really enjoy being bad at it.

store.steampowered.com/app/163

If you're scared that revealing the rules to the players will ruin immersion, work on your level design.

Q: How do you collectively call china, russia and iran?

A: The z-axis.

The more I engage with game design, the more I notice some disastrous ideas that keep turning games with great potential into "great idea, poor gameplay" for decades.

Today's highlights include:

1. Potions and buffs, which are ways to reset and/or replace game state by consuming other resources, sometimes repeatedly. The and suffer significantly from this issue. The primary reason I stopped participating in otherwise amazing story-focused modern community is this mechanic. Also having a life and a job. But mostly potions and buffs.

2. Dramatic progression, where end-game characters have quantifiably greater capabilities than early game ones. Scaling up both enemies and characters creates artificial barriers for creative gameplay. I appreciate 's progression, which features only a 15% difference in crucial stats between the end-game and the first day of your first mission.

Unfortunately, both issues have deeply infiltrated game design, including the most popular TTRPG, which shall remain unnamed.

Another abstract game design mistake is forcing players to make decisions without clearly explaining the rules.

This problem worsens in games with dramatic progression. Players must create "a build" to avoid irrelevance due to dramatic progression, relying on vague descriptions of decision outcomes. suffers immensely from this issue.

This problem can also apply to narrative games. The reason I didn't enjoy as much as anticipated and am close to dropping is that these games' premises break during play.

Broken Sword starts as noir detective with bombs, evolving into a wishy-washy modern fantasy with spells and rituals. "Steel Sky" starts as dystopian drama but devolves into cringe comedy. Sherlock Holmes games feature mysticism, and don't get me started on the TTRPG offenders: the likes of and other -adjacent games. Imagine having omnipotent entities as villains, while mortals are trying to solve crimes... Spoiler: the killer is a Cthulhu.

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