14 Matching Annotations
  1. Jun 2021
    1. But this wasn’t a well-played game, actually. The game itself wasn’t well-played. We were disappointed, even though our team wiped the other team out. The other team disappointed us so much, they were in such poor shape, were playing so poorly. There was no challenge. No opportunity to make the whole game excellent. Even our team got bored and sloppy and stopped caring—though they won, though they accomplished what they were getting paid to accomplish, our team was bummed out.

      Honestly I agree with this a lot. It undermines a well-played game in like an online game when the enemy surrenders or when making a smurf account to play against lower ranked players.

  2. May 2021
    1. Thing is, development on Xanadu began in 1960 — that’s 54 years ago — making it the most delayed software in history.

      54 years for a project? That's honestly crazy for me especially since the software in this day in age is probably obsolete. At the time, it was probably revolutionary on paper though.

    1. Tedros Adhanom Ghebreyesus, director-general of the World Health Organization (WHO), noted in a February 15 address that we are fighting not only an epidemic but also what he called an infodemic. And indeed, numerous cases of false information about the virus are already spreading online — sometimes intentionally, sometimes not. But perhaps worse than that, it is increasingly difficult for us to figure out which information we should trust.

      Haha, the amount of misinformation or ignorance regarding covid-19 is actually insane to me. Honestly is the only reason it has taken so long for us to leave Phase 1 and actually get vaccines out (and still people are trying to discredit those as well!)

    1. Gamification is easy. It offers simple, repeatable approaches in which benefit, honor, and aesthetics are less important than facility. For the consultants and the startups, that means selling the same bullshit in book, workshop, platform, or API form over and over again, at limited incremental cost. It ticks a box. Social media strategy? Check. Games strategy? Check.

      Honestly I kinda feel this. An interactive element does not turn something that was better as a different medium into a full on game worth of someone's time.

    1. What is occurring here is clearly automated. Stock animations, audio tracks, and lists of keywords being assembled in their thousands to produce an endless stream of videos.

      Honestly, all the animated children stuff (Billion Surprise Toys, etc.) always was so uncanny to me. It actually makes so much more sense that these things are automated. It's pretty genius actually. It definitely works and easily takes advantage of children.

  3. Apr 2021
    1. ut the potential for damage from QAnon goes well beyond. For those individuals who truly believe in the QAnon narrative, the crimes of the “cabal” are so grievous as to make fighting them a moral imperative. “They’re talking about a group of people who are operating our government against our wishes and they’re molesting and torturing children and destroying our society,” said Joseph Uscinski, a professor of political science who studies conspiracy theories. “It’s an incitement to violence.”

      The fact that people are fighting this hard for something that is widely been discredited is crazy to me. What do families of followers think when they see this type of reasoning at play?

    2. More than 100 Facebook pages, profiles, groups, and Instagram accounts with at least 1,000 followers or members each dedicated to QAnon. The largest of these have more than 150,000 followers or members. In total, the documented pages, groups and accounts count more than 3m aggregate followers and members, though there is likely significant overlap among these groups and accounts.

      Honestly, the conspiracy group types are not exactly my favorite. This type of reasoning definitely reminds me of anti-vaxxers or flat-earthers.

    1. He can even re-alize that his former Catholic inhibitions will not let Bead Bead take up a madam's offer of a free trip to her (female) brothel.

      This reminds me of a game I play called Divinity Original Sin 2 with choices like this. The relationship between virtual and real-life identities that cause us and our characters to make these choices is very interesting.

    2. n my projective identity I wony about what sort of "person" I want her to be, what type of history I want her to have had by the time I am done playing the game.

      Honestly, I think the relationship between the 3 identities ties up very nicely ending with projective. Both virtual, real-life and projective identities go hand and hand and form a neat connection. The author does a good job showcasing this identity through Bead-Bead.

    1. Unlike other shooters that emph asize a "run and gun" style of play, the most effective tactic in Rainbow Six is to move through the levels carefully and methodically, much as a real hostage-rescue team does. A second important difference is a "one-shot kill" dam-age model. In contrast with games in which a character can safely absorb dozens of bullets, each of the characters in Rainbow Six can be killed by a single well-placed shot.

      Didn't think I would see a game I play here haha. This game definitely rewards slower and more tactical play. Information is king, similar to Valorant and it's one of the reasons I like Siege a lot.

    2. T he i mporta n ce of this is hard to overstate. It is customary to think of play-ers an d games as distinct and separate entities. But w hen we ta ke a hard look a t a game such as ch ess, we discover that this d isti n ction is illusory.

      This is definitely an interesting concept to think about. The rules of chess are defined internationally but no one is really stopping someone from moving a pawn 3 sqaures up.

      This reminds of when I used to play YuGiOh card game with friends as a kid. Combining monster's attacks, summoning strong dudes out of nowhere and bending the rules was commonplace and no one can really stop us except ourselves.

    1. As social creatures who desire interpersonal closeness, humanbeings are highly creative in finding and forging intimacy, including in digital settings.While a wide variety of types of relationships can form online, spanning the spectrum ofhuman intimacy, even the most fleeting of relationships can be highly intimate when thoseinvolved disclose a great deal about themselves and feel that they have come tounderstand much about the other person as well

      I feel this kinda on an interpersonal/deep level. I've met a lot of my friends online and even the friends I am well acquainted with in real life I have strengthened my bonds with in the form of video calls or video games.

    2. We may experience bodily fatigue orpain, worry or be delighted, make a friend or become involved in an altercation,strengthen a relationship or destroy one.

      I've never thought about how much of an impact the online world has on me, especially in these social distancing times.

    3. By the 1900s, data could be stored and shared so widely, in so many ways, that the wordmedia had many meanings. It could be defined by the type of platform used to deliver it(broadcast, print, digital, mobile, social/interactive, multimedia), its content (news media,advertising media), or its recency (traditional media, new media).

      Huh, it's pretty's interesting that media was named this way initially to mean a broad definition of just something that delivers data and information.

      While news media is still prevalent, I find it interesting how media has become more closely associated with entertainment such as referencing a Facebook feed or a video game pertaining to a form of media.