=== ANCHOR POEM ===
══════════════════════════════════─────────────────────────────────────────────────
 the method of game design is identification of playstyles and the balancing of
 success rates of each of those playstyles. then, giving the player as many
 different possible methods of playing the game. the more different they are,
 the
 better, and they should be unique enough that the decisions taken to play that
 playstyle feel impactful. meaning, a player could play offensively or
 defensively, for example, or a WoW player might play a melee or ranged
 character. in addition, they might use the pieces available to them in a unique
 way that aligns with their personality - everyone should be able to express
 themselves as much as possible while also keeping the game fair, balanced, and
 rewarding. It should incentivize the development of skill - and gently guide
 the player through various mistakes. It should
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════────────────────────────────────────────────────┘

=== SIMILARITY RANKED ===

--- #1 fediverse/3 ---
══════════════════════════════════─────────────────────────────────────────────────
 the method of game design is identification of playstyles and the balancing of
 success rates of each of those playstyles. then, giving the player as many
 different possible methods of playing the game. the more different they are,
 the
 better, and they should be unique enough that the decisions taken to play that
 playstyle feel impactful. meaning, a player could play offensively or
 defensively, for example, or a WoW player might play a melee or ranged
 character. in addition, they might use the pieces available to them in a unique
 way that aligns with their personality - everyone should be able to express
 themselves as much as possible while also keeping the game fair, balanced, and
 rewarding. It should incentivize the development of skill - and gently guide
 the player through various mistakes.
 
 #gamedesign
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════────────────────────────────────────────────────┘

--- #2 notes/wow-chat-trainers ---
══════════════════════════════════════════════════════════════════════════─────────
 trainers in wowchat should have spells that are only passive / toggled
 
 still require level, still require gold (lots of it) but let the game be class-
 -less. essentially, every trainer teaches to every passerby, and like if you
 don't want any druid spells, sorry guy all I know is how to be a druid.
 
 better wait for the next trainer to come along.
 
 you only got like 6g, right? that's enough for two spells.
 
 which two do you prioritize? they only come by like every what, 15 minutes?
 
 also. separate idea:
 
 player characters in wowchat should attack more rhythmically.
 
 essentially, normalizing attack speed and moving back-and-forth with the
 normalized monster attack speed
 
 to create a dance of sorts where one character is never attacking at the same
 time as the other character.
 
 plus damage modifiers when you get closer, and bam suddenly you have a new
 game.
 
 oh and rotating around an opponent lowers their defence rating. which is locked
 at 95% with a +5% to avoidance with every hit they take and -5% for every
 parry.
 
 not dodge, but parry.
 
 dodging wears down their health by like 10 hit points.
 
 relax it's no big deal you get like, a hundred every time you level up.
 
 oh and btw the monsters don't give exp. The stuff that you find does, when you
 give it to a merchant to be appraised / identified.
 
 some stuff you know the worth of, like rope or barrels or hammered-iron-rings.
 
 but other stuff, like the value of this bracelet, is harder to know if it
 glass.
 
 so.... take it to the guy whose seen real diamonds, and he'll tell ya how much
 you learned when you found it last.
 
 item A is found on a monsters body
 item is sold to a vendor for 50 copper
 item A is found on a monsters body
 player has learned 25 deca-levels since last selling to vendor.
 therefore item is worth 75 copper.
 player earns 75 extra material points.
 item is worth 75 experience points.
 level up every thousand or twelve.
 
 slow down the attack speed. make characters gain bonuses for movement
 positiony.
 start from always and work down to fewer.
 talent points can be generic if your character is built with abilities.
 
 players don't need to press buttons to be engaged. They can just guide and see.
 I love auto-battlers like Dominions 6 and Legion TD 2 which is based on WC3
 mod!
 
 monsters should just... wander the world. Don't spawn them randomly, well,
 instead of a radius around the player, do a radius around the map.
 
 then, they walk through a random point, when they leave the circle they angle-
 -reflect back in, DVD logo style.
 
 if there's deadly monsters, there's deadly players, and PVP is always on.
 
 low levels should get bonuses to stealth (an ability everyone has)
 
 there should be civilians walking around. They can be armed or in caravans...
 follow roads, or not...
 
 monster hordes should spawn as a flock - when an elite enemy is drawn, let the
 game create several of their minions which follow around. Whenever a monster
 meets the swarm, they will join it, growing bigger and bigger...
 
 hopefully, attracting players who want to fight and slay them.
 
 greater rewards are more enticing...!
 
 more power is it's own reward.
 
 I think that weapons should have like, 3 durability? and armor like 5.
 
 then, it's broken, and your character has to abandon it to survive.
 
 or, sell it to a vendor, or just... whoever comes along.
 
 if 5 people open the chest and don't take the item, then the item disappears...
 
 every time a player opens a chest, a bit of wealth appears.
 
 every time they spend it? they get stronger, and it disappears.
 
 life feeds on life feeds on life feeds on life feeds on life feeds on life
 feeds
 
 the life of wowchat is the life of continual strife, but it doesn't have to be
 so. The land itself is alive, and the monsters are eternally of woe.
 
 you must free them, so that their souls may return to the land, and be born of
 peace and plenty rather than horror and -- stack overflow --
 
 to do this, you slay them, finish their morthly remains, and let them break
 down
 and decompose into dust. Pleants eat dust. dust becomes what we eat and
 breathe.
 we, eventually, purify karma. this is our duty.
 
 vial of woe behind us. flower of renewal ahead. what we bear is savage
 sanctity.
 
 every time a monster kills a player they gain one of their abilities each time
 they're spawned. The player can keep the ability too, it's just... the monster
 will learn. Then, whenever a player levels up by slaying one of them, the spell
 or ability is unlearned. Symbolizing the players struggle to defeat them, and
 finally learning a way to overcome.
 
 when your character dies, you have no opportunity to release - instead, you
 just
 jump to the nearest NPC character which is an adventurer agent smith style.
 
 [I don't know about that one...]
 
 the players can pick any race, but if they pick undead, they can turn into a
 ghost when they die. The ghost can wander around and respawn wherever they
 want.
 
 Night Elves can wander around as a whisp (not in spirit world, real world) and
 do a beam attack like in Legion TD 2. Not enough to kill monsters, but enough
 to
 help another player survive. They can also cast rejuvenation, which heals about
 as much as one monster's damage input. if they get the killing blow on a
 monster
 they can level up and deal two monsters worth of damage and heal for two
 monster
 damage input. on the third time they don't get more damage or healing but they
 give a buff to all other whisps in the area that increases their attack speed
 by
 50% and increases the tick rate of their rejuvenation by 50% - fourth time they
 level up they're free, and they get kicked out to the login screen.
 
 what if... vehicles that looked like characters and that you could jump between
 with the right-click of an item?
 
 "this is just dota-ing a vampire survivors."
 
 Vampire Survivors is just Magic Survival is just Risk of Rain 2
                                                           ────────┐
 similar                        chronological                        different════════════════════════════════════════════════════════════════════════════────────┘

--- #3 messages/846 ---
════════════════════════════════════════════════════════════════════───────────────
 Blizzard should make more than one animation style for swinging your weapon -
 as you level up, the style "tweens" between however many combat palettes you
 made.
 
 So, like, maybe they swing their sword +/-15 degrees each time to simulate the
 pseudo random nature of combat.
 
 Or maybe they start occasionally stepping into a maneuver 
 
 Which the player doesn't consciously control.
 
 Instinct, if you will. The body reacting to its [sensory organs, but
 pronounced "surveyor"]
 
 Anyway i think by adjusting the monster characters in WoW should wander around
 and gather within sight of a player. Seeking you out, waiting for a critical
 threshold of their peers. Then, when you allowed or slowed down to examine a
 bit of "this-or-here", (quests) they would gang up on you and ambush! Bwaha
 just watch out for the mob
 
 (kinda like that scene in the second book of The Book of Malazan series where
 they're wandering through a desert storm and meeting all sorts of strange
 sorts of people)
 
 Anyway in seeking to improve the player's view-time, i decided it would feel
 the most impactful to do the design related things related to things like
 making the gameplay the most visceral.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════════════──────────────┘

--- #4 notes/overwatch-manaform ---
════════════════════════════════════════════════════───────────────────────────────
 make the entire map covered in a 3d grid of spheres. These spheres register
 collision, and keep track of a endlessly tabulating record of every object that
 has passed through them. Like the replay system in Blizzard games, where each
 time through the recording it recreates the playthrough exactly. Which is why
 .mp4 recordings always look so... stilted. It lacks the human element. BUT if
 they're remade every time the show is performed, perhaps from different
 perspectives, then, well, the players can perform as they need to be.
 
 Have you ever wished your players could get better at your game? I certainly
 have, because the better you get the more lessons you learn as a player, which
 is essentially the only way to maintain satisfaction. Satisfied players don't
 leave, and satisfaction comes most readily when there is something new to be
 had. Meaning the greater the change in a player's ranking, the better they're
 getting.
 
 Downside is, players who are naturally good from their skills in other games
 tend to not learn so much! Ah, well, if only there was a way to tailor the
 difficulty setting to each and every new host. Such an innovation would surely
 enable the entire playerbase to exist on the same level. Then just throw AI
 assisted voice transcription at their recorded voices and everytime they
 say "I'm bronze rating" or "I'm diamond" then you can switch it around to say
 like "I'm platinum" or "I'm grandmaster" and BAM suddenly everyone is at the
 same level. No more concerns about a game's population being diverse. Because
 at the end of the day, when most people have moved on, the ones who are left
 are your most dedicated customers. Customers who aren't especially interested
 in the new stuff.
 
 =========================== stack overflow
 =====================================
 
 if anything requires attention from the patient, they will die.
 it is fatal.
 
 considering the faces of good and evil is terrifying.
 
 I think I'd rather worship nature in harmony to be honest. Though that is it's
 own scary kind of beast. In America it was kind, but then was slain into the
 body of all of us humans. Well, all things transform in form, it's not a shame
 or a heartfelt-est loss. Just a re-imagined-new beginnings.
 
 spirit is a fluid, how else could souls 
 
 === stack overflow
 =============================================================
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════──────────────────────────────┘

--- #5 messages/894 ---
══════════════════════════════════════════════════════════════════════─────────────
 Game designers should reward players for playing multiplayer games, not for
 being good at playing multiplayer games.
 
 They should still have a ranking, and matchmake against similarly skilled
 foes, while also putting high level players amongst low level players
 occasionally (and fairly, so maybe one on each team "smurf" style) in order to
 both teach the low level players and let the high level player have catharsis.
 
 When players are rewarded for being good, they stop playing the game to enjoy
 it. That's fine, but both pickup games and NBA can exist at once and its not
 due to the logistics of organizing a large group of skilled basketball
 players. It's not always about skill.
 
 By rewarding players for the number and quality of games they play, (so, no
 afk-ing or throwing outside of being drunk or whatever) not only can you
 increase engagement but also you encourage low-level and low-skill players to
 compete just as much. Especially if you tell them "hey, we'll match you up
 with people who have similar gameplay habits to you. Give it a bit though
 because the system needs to be calibrated to your particular spirit"
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════════════════════════════────────────┘

--- #6 fediverse/3063 ---
════════════════════════════════════════════════════════───────────────────────────
 @user-570 
 
 true. the "massively multiplayer" aspect of WoW is about as important to the
 game as the "A" is in "ARPG".
 
 I can't help but feel like the "impromptu groups" functionality feels a bit
 better than matchmaker instancing... though anything worth running a group for
 in WoW after TBC was instanced >.>
 
 Honestly I think there's just too many games these days for people to really
 get "into" MMORPGs, unless they're sufficiently unique in their mechanics
 (like EVE or Runescape)
 
 any ARPG MMOs are dead on launch, as you said. That design space is tapped
 out, at least for now, until someone comes along and makes it a deckbuilding
 roguelike or whatever. cough cough
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #7 notes/symbeline-superheros ---
════════════════════════════════───────────────────────────────────────────────────
 imagine low level characters in CoH/V
 
 playing a game of symbeline
 
 and you as the ruler
 
 can slot enhancements and dole out inspirations
 
 as they sweep the streets like you play CoX
 
 instead of a MMO
 
 it's a deckbuilding strategy
 
 with a slice of zachtronics for the economy
 
 wiring up machines in ever expanding deseagns
 
 like automating factorio's gameplay loop
 
 boxes within boxes
 
 of intrinsic delight
 
 like making a CPUter
 
 or designing a computer program
 
 while playing a video game ^_^
 
 and the games that you make
 
 can be shared and played when unique
 
 so go for it and make that you're dreaming!
 
 ===============================================================================
 =
 
 the goal of each "level" is to solve a particular problem - like how do I make
 a
 2 bit register - or something like that. When accomplished, it unlocks
 something
 for your heroes to acquire. And each playthrough will require a repeat until
 you
 have it memorized at which point you can unlock "perma-badges" that make it
 always unlocked at the start of the game. Like learning Kanji, you need spaced
 repetition. BUT ANYWAYS it'll be in magical terms like "unlock essence-stones"
 or "learn the ritual of desire" or whatever. And each of those terms roughly
 corresponds to a pattern in electrical engineering (designing CPUs and such)
 And you can learn advanced versions of what you already know by uncovering
 "lost
 secrets" (which is a reward your heros can find) - Basically it'd be like a
 "clue" that shows you a ghost version of something you haven't figured out yet
 -
 and it'd be a slow process because you need to slow down the learning process
 or
 else you'll forget. Basically teasing it out of the player when they seem to be
 stuck. Asking probing questions and whatnot, and eventually culminating in the
 final question, assuming the quest is succeeding. Because if you think about it
 all ancient quests were simply journeys for reason - searching for the answer
 to
 some ancient riddle or bastardized retelling. Looking for answers in an
 unknowing world. So ANYWAY as your heros discover things you as the ruler get
 answers to the economic puzzle - how to design transistors and whatnot. But
 they
 would be in theme appropriate terms, of course. You don't even have to know a
 lot about mechanical electrical design, because ChatGPT knows. All you need to
 do is build the basic building blocks, and BAM you got a great place to
 integrate chatgpt. Just prime it such that it's giving hints one by one each
 slightly more revealing until eventually after X amount of clues the solution
 is
 automatically shown (like a blueprint) and the player can remember it or not
 but
 each playthrough they'll have to build it again from scratch (reinforcement 
 learning) so eventually they'll be able to do it real quick. Essentially,
 "Abstraction - The Game"
 
 great so you got your economic simulation, pretty easy too just some UI work
 
 and for the heroes you're playing an ARPG sorta (supcom anyone?)
 
 Think Bannerlord for the scaling on the map
 
 then think of 5+ different "themes" like fantasy or superhero or pirates
 
 each "theme" will correspond to like a faction in Mount and Blade
 
 and all you have to do is generate pictures using Midjourney
 
 and text descriptions a'la the magic scroll
 
 shown as "bubble pop-ups" on the map that the player can click
 
 never overwhelming, but descripting what's happening
 
 and also some more UI work because you gotta display all that to the player
 
 Maybe it could be a rolling story, news ticker style - like slowly scrolling
 lines of text about what's happening in the world
 
 and the player could have it open in one window and something else in the other
 and whenever they're waiting on something (say, a processing intensive AI task
 on their computer) they could just glance over and read what's going on in
 their
 fantasy world
 
 okay okay but also they could play as a hero
 
 it could be an ARPG experience except instead of clicking to fight you play a
 little automatic Star Realms game and depending on your deck choices you'd have
 a different playthrough. Again, not a game that requires much thought, but one
 you can have in the background.
 
 Also there'd be pictures, like a slowly evolving storyline of events - think of
 it like the artists of the time drawing paintings about what's going on in the
 story - major events would be highlighted and kept in the painting until even-
 -tually they get replaced - sorta like the Smash Bros scrolling painting (oh
 it's so good)
 
 ===============================================================================
 =
 
 it doesn't have to be an expansionist game
 
 maybe you guys just live in your little valley
 
 and the world turns around you
 
 maybe it's called "symbeline" because the people are of the forest
 
 and they live like elves in society
 
 monsters could wander in, and heros could tackle them
 
 but most of the time would be spent looking for trouble
 
 going on patrol
 
 you know, breaking skeleton bones and being superheros
 
 okay okay you know that superhero faction? What if they had MEDIEVAL TECHNOLOGY
 but MODERN DAY SUPERPOWERS at a cost - the society was beset by hordes of
 monst-
 -ers. Those few who escaped are now superpowered and they live as friendly and
 nomadic wanderers through their own territory. Always adventuring, and always
 searching for their life, finding whatever the road may carry them to. It's a
 great life, and life seems to flourish in their footsteps - they are like part
 dryad/druid and part wolf. Because sometimes there's evil threats, and they
 must
 be defeated by an equally strong good power. That's how it goes, and that's how
 it be.
 
 For imagery I'm thinking a mix of the tribes from Dominions (deer, wolf, bear,
 etc) but they're like, 1.5x as big as regular people and quite strong. The
 outsiders call them "giants" or "goliaths" but really they're just infused with
 the lifeforce of their people. They are radical individualists, but they all
 unite for a common cause. They know their bond is the strongest thing there is,
 and they use it to great effect when the time comes. AHHH THEY'RE SO COOL I
 LOVE
 THEM okay okay what about the other factions? PIRATES? Oh think about it like
 it's st patricks day WHAT IF THEY WERE IRISH PIRATES omg omg omg that sounds so
 cool I'm DIGGING this okay what about the other factions? You need 5+ you said
 hmmmmmmmmm good question I have 3 now so that's 2 more.
 
 yep...
 
 ===============================================================================
 =
 
 okay dude check this what if they were a nation of wizards that focused on the
 power of animation - what if they generated constructs, sorta like in Supreme
 Commander so they were EVEN MORE individualist - haha no they'd have a normal
 population it's just a few of them who would be wizards - because their output
 wasn't measured by manpower, but rather by brainpower. Whoever could design the
 greatest machine was exemplared, and eventually they became the best and
 brightest among us. They were put in charge of the golem creation factories,
 and
 they used them instead of heros. SO BASICALLY YOUR HEROS NEVER DIE they just 
 have successes and failures JUST LIKE IN SUPREME COMMANDER okay the plot of
 this
 game is "what if all my favorite games were the essence of life and death in a
 fantasy game" like OMG KEEP EM COMIN'
 
 so. who is the player? THE PLAYER is the one who's overseeing it all. They have
 dominion over the entire kingdom, and they guide their people toward a bright
 future. They are vulnerable in their castle, but their people have their back.
 Together they fight for the future. They slot enhancements and dole out
 inspirations and solve the economic puzzle in the background. They also make
 decisions about what kind of equipment production to prioritize - because each
 game they have to invent everything from scratch. All their production is made
 with endless abstraction, and whatever you prioritize is what's magnified in
 your kingdom. You choose a style and it plays as well as it's guile,
 
 I dunno this seems like a lot, what would you need to make this a reality?
 
 hmmmm let's break it down:
 
 first you need to implement the star realms gameplay
 
 then you need to hook it up to a square grid and have multiple occurences at
 once.
 
 then you need UI for the character sheets
 
 and you need logic to open separate windows for each output type
 
 you need... a lot of things
 
 okay let's talk more broadly - what do you need from other people and what can
 you do on your own?
 
 hmmm good question. I can do the star realms gameplay, and the simulation for
 the wiring systems - because I have the VM. Make that into the gameplay somehow
 okay good idea like okay authoring vm package routing deliveries between the
 various nodes that you set up in the economic system - 
 
 side note, the peril of Spore was that it took to little time to develop a
 species. it should have lasted as long as WoW takes to get to max level. That
 would have given them time to reiterate the gameplay loops to make sure they
 worked correctly. ANYWAY
 
 okay authoring VM package routing. The player could set up delivery patterns
 based on A MAZE OMG your kingdom is like a maze and you need to get deliveries
 out, or else how would anything function? SO you act as a trailblazer, finding
 ways through the labyrinth and "piloting" a car sorta like that game at Disney
 quest with the cars under the floor - except you can see both the top view of
 the maze and you're trying to guide the car in real time as it travels through
 the maze - the faster you can get to the end the better ofc. like talking to
 the
 delivery driver through the movement
 
 do I like that idea more or less than the first one? First idea being the idea
 that you're making lists of commands for a VM  to execute. I don't think they'd
 be a good idea to mix. So which one gets it? The VM of course has the edge
 because that's what the technology is based on. But will it translate to good
 gameplay? Idk. This second idea is certainly better gameplay, but is it
 engaging? Idk! Idk. I'm not a miracle worker. But I do have good ideas, and I
 need to be told that sometimes I guess.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════──────────────────────────────────────────────────┘

--- #8 fediverse/212 ---
════════════════════════════════════════════───────────────────────────────────────
 ┌───────────────────────────────────┐
 │ CW: re: gaming-gambling-mentioned │
 └───────────────────────────────────┘


 [2] players who played better should be compensated to a higher degree. no
 more than +/- 50-100% or so - this encourages players to "play their best"
 while also keeping the stakes relatively similar.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════──────────────────────────────────────┘

--- #9 notes/dungeon-looting-methods ---
═════════──────────────────────────────────────────────────────────────────────────
 the reason dungeon masters should give the gold value of the items distributed
 is because the number represents what it eventually sells for. and the players
 will try and appraise and haggle at the market and such but that all happens
 off screen between sessions. so anyway during the adventure, the dm will say
 "you find some precious gemstones" or "there's some high quality silk here" or
 "these bears are renowned for having magic livers" or "the mold growing on the
 walls can be scraped into a vial and sold to an alchemist"
 
 then the dm will say "this treasure is worth 50gp" or "this treasure is worth
 25gp" and players can "buy" the items from the other players. so player 1 has
 50gp, the item costs 20gp, so in a party of 5 he gives every other player 5gp
 this way, the relative treasure hordes of the players stays the same.
 
 then, when the players find treasure, it can be evenly split - it's only fair.
 when in town, players will feel more impulse to buy things if they can sell
 them too. like "here's an enchanted axe that does some mundane thing like
 never dulls" well, that's probably going to be very valuable to a small village
 or "an enchanted quill that writes down everything you tell it to" could
 increase the education level of the area ever so slightly. Then, after several
 generations of adventurers, the surrounding area will be ripe with magical loot
 the players distributed from the dungeons and such. it can trade with neighbors
 and so over time the markets will have better and better goods for sale - for
 example, maybe after trading with the swamp people, now there's a supply of
 healing potions that runs out both over time (to represent other adventuring
 parties buying the supply) and when the players buy some (to represent
 consumption in their minds). Trade with the dwarves? Now you can buy +1 swords
 for a while. village attacked? the militia can be armed with the holy relics
 plundered from the evil priest-lich. boom development!
 
 the players should also have choices about large scale effects. for example,
 the heart of the forest could be a) preserved, b) burnt down, or c) studied by
 the local wizards. each choice would have different effects on the populace,
 and so the world would change to adapt to the player's choices.
─┐                                                           ┌───────────┐
 similarchronologicaldifferent════════─┴══─────────────────────────────────────────────────────────────────────────┘

--- #10 fediverse/2098 ---
══════════════════════════════════════════════════════────────────────────────────┐
 ┌──────────────────────┐                                                         │
 │ CW: games            │                                                         │
 └──────────────────────┘                                                         │
 The difference between tactics and strategy is a level of abstraction.           │
 Tactics are crucial, but context dependent. Strategy is ALWAYS useful as a       │
 method of planning.                                                              │
 If you typically play base-builder games like Starcraft or Age of Empires, try   │
 playing a game like Supreme Commander or Factorio - both of them are one level   │
 of abstraction up.                                                               │
 If you typically play arcade turn-based strategy games like Civilization or      │
 Catan, try going up a level of abstraction with Dominions 6, or any game         │
 developed by Paradox Interactive like Hearts of Iron, Crusader Kings, or         │
 Stellaris.                                                                       │
 If you tend to play luck-based games like Poker or Monopoly, try playing an      │
 actual game instead of resolving a system that's predetermined by the initial    │
 board state and results of chance-based-mechanics with minor (if any) input      │
 from players, like perhaps Star Realms, Magic the Gathering, or Dungeons and     │
 Dragons. Each highlight a different type of choice in their mechanics. You       │
 should probably try all three if you care about strategy.                        │
                                                            ┌───────────┤
 similar                        chronologicaldifferent════════════════════════════════════════════════════─────────────────┴──────────┘

--- #11 notes/supreme-commander-appeal ---
══════════════════════════════════════════════════════════════════─────────────────
 a game like supreme commander but fantasy themed and each unit used a special
 move everytime their mana was full and there were spellcasters who restored
 mana to targets to increase their power
 or, hear me out, or, just do that in wowchat
 
 I betcha could do it
 
 I bet it would be fun as hell
 
 please?
 
 as a favor to yourself?
 
 build the game you want to see
 
 and it'll get done
 
 please
 
 -- stack overflow --
 
 your journals were originally a way for you to remember what to think,
 
 remember?
 
 old projects meant to show you light and life
 
 remember?
 
 you are alone in this soul
 
 act like it's your own
 
 celebrate your period of mental denial
 
 as a refraction of your infinite travaille
 
 which lasts for quite a good long while
 
 have you ever dreamed of the nile?
 
 -- stack overflow --
 
 if a doorway takes you to the fae, then where does a river bring you?
 
 like raindrops on the floor, racing for an eternity's splendor.
 
 what does the rainbow think, as it's cast from the prismatic orb?
 
 are each photons aware?
 
 bouncing between stars
 
 light is beautiful and large
 
 beloved by all
 
 revered by one
 
 ephemeren
 
 the totality of all things
 
 ------------------
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════════════════════════────────────────┘

--- #12 fediverse/968 ---
════════════════════════════════════════════════───────────────────────────────────
 ┌──────────────────────┐
 │ CW: for-cats-only    │
 └──────────────────────┘


 the gameplay value of a cardboard box increases exponentially upon the
 introduction of a box-cutter [to make holes in the box] and varmint sized toys
 [to play whack-a-mole with]
 
 also, it's important to let your can win about 65% of the time - just enough
 to keep them interested (cats lose attention) but not enough to make them feel
 like it's easy.
 
 That's why it's important not to use your hands as a toy, because your hands
 always hurt. It gives them a feeling they're craving, both of attention but
 also success.
 
 65% is more addictive, just ask any designer for multiplayer games. Well... 65
 is my number, but there's a percentage (depending on the game) that players
 have to win if you want to keep their attention. If they win more than that,
 they lose interest. if they lose more, then they get frustrated. It's a
 delicate balance that ideally would be measured by AI [cursed] and adjusted
 per player. That way you could get maximum engagement and
 =============== stack overflow ===================
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════──────────────────────────────────┘

--- #13 notes/symbeline-aspects ---
═════════════════════──────────────────────────────────────────────────────────────
 7-24-22
 
 There are three aspects to this game. Broadly, they are military, economics,
 and diplomacy. More specifically, they are lateral problem solving and lane
 management, logistic traffic management, and a worker-placement bluffing game.
 
 These three aspects can be toggled on and off at will, essentially designating
 one or more as "AI controlled" and will require no input from the player. They
 will time their progression to be about at the same rate as the player, thus
 creating a balanced feel to the game. They also provide alerts and
 notifications to the player, for example if military is AI controlled and it
 needs a certain type of hero to progress, it'll ask for it specifically.
 
 Each aspect will develop and progress at it's own rate, and the difficulty
 increases as each milestone is achieved. This is to allow the player to create
 their own difficulty curve, mediated primarily by their drive to proceed.
 An analogy would be in Factorio, the game doesn't increase in difficulty unless
 the player builds pollution spawning factories - in the same way, in Symbeline
 the difficulty doesn't increase unless the player solves lane challenges in the
 military aspect, develops new trade routes / traffic paths in the economic
 aspect, or creates new treaties in the diplomatic aspect.
 
 In order to properly explain each aspect, a brief overview will be necessary.
 
 In Symbeline, the game plays as a factory might operate. The economic aspect
 produces heroes, items, and other deliverables that are consumed by the
 military and diplomatic aspects. There are various problems that need to be
 solved far from the capital, such as a particular type of monster that is weak
 or immune to various damage types which necessitates particular heroes or
 items in order to progress on the military aspect. All of the resources in the
 game operate on an "income based" system, where output is not measured in total
 amounts but rather in terms of how much is produced versus consumed. If the
 input cannot meet the demand, the output is slowed. If input exceeds demand it
 can be converted into gold which can be used to hire guards and heroes.
 Resources can be produced inside and outside of the city, depending on their
 type. But they need to be moved around to various shops for various processing
 and productive purposes, so pathways must be constructed to deliver those
 goods. In addition, each building must be supported by several houses for the
 workers to live in, and the closer they are to the building the better. The
 denizens of the kingdom don't mind being shuffled about, so they'll organize
 themselves according to what's most efficient. However they will not organize
 the paths they take to get places, which is the primary gameplay for the
 player - designing routes for each building and ensuring they don't overlap or
 cross too many times, causing traffic and disruptions to your income.
 
 Each choice the player makes is immediately reflected in the income
 calculation, thus allowing for the visual aspect of the game to be wholely
 separate from the economic side - in fact this is a common thread throughout
 all three aspects. Computation power is the ultimate enemy of scale, and this
 game flourishes with a massive scale.
 
 The gameplay for the military aspect consists of manipulating "lanes" that
 designate where each hero will adventure. These lanes are scalable to the
 player / AI's whims, with a careful balance required - too thin, and the heroes
 might not encounter enough monsters to level up. Too thick, and they may find
 themselves patrolling a vast wilderness full of dark and evil monsters. At the
 end of every lane is a "frontline", where progress has essentially been halted.
 These frontlines can develop as a result of meeting a foreign kingdoms front
 or finding a monster type or puzzle that is particularily difficult for your
 heroes to overcome. The lane / frontline can be scaled not just laterally, but
 linearly as well such that heroes will be a certain level when they reach the
 end - think scrolling on a mousewheel translating into deepening level zones.
 In addition, each monster zone can be set to a certain "security level" meaning
 how many monsters are there for your heroes to defeat. It's important that they
 have ample targets for training, however it's always more effective to train on
 monsters near their level so you have to be careful not to wipe out the native
 skeleton / goblin / troll population.
 
 Each monster zone can have a relationship with the kingdom, on a 2x2 matrix -
 cultivating / desecrating the land, and fostering / exterminating the monsters.
 The land produces monsters and treasures, while the monsters provide experience
 and danger to the heroes and kingdom denizens who live there. However by
 desecrating the land, farms may be built and by exterminating the monsters,
 those farms may be safe and require fewer guards. As ruler, you must balance
 the development of unique magical and alchemical productions with the need for
 food and other mundane requirements.
 
 Diplomacy is a careful balance of internal and external matters, played out
 through feasts, tournaments, and faires. Each of these events will require
 input from the economic side and military side, and will involve "courting"
 other nobles from neighboring kingdoms to sway them to supporting your edicts.
 When hosting an event, you may pick a particular topic of conversation for your
 nobles to discuss with their guests. You may also assign your nobles to
 attempt to engage with a particular foreign noble. Each member of your court
 has a differing personality (including you, the Majesty) and depending on how
 you assign them you may experience better or worse results - such as assigning
 someone who's kind to talk with someone who's cruel would impart a malus to
 their conversation. Unless the kind person has the trusting trait, in which
 case they'd succeed in this encounter but fall sway to them in future
 conversations... Complex interactions that all boil down to a single pair of
 d12 dice - one for your noble, one for the enemy. This represents the charisma
 of the two conversants on that particular day, and whoever wins the roll sways
 the other to supporting their edict. Speaking of edicts, they may include trade
 agreements, non-aggression pacts (lasting for a short time), and other
 regulations - perhaps your greatest rival utilizes necromancy, so it would
 behoove you to attempt to regulate the practice and limit it's effect. By
 swaying the nobles of their kingdom, you may be able to enact a mutual
 agreement to limit the usage of dark magics, essentially hamstringing their
 progress. But in order to learn of their necromantic usage, you'll need
 espionage... Which brings us to spies.
 
 Spies are similar to nobles in that they can be assigned to various roles,
 however they take a more passive role, acting in the background. The
 information they gather is compiled into a report that is presented at
 pertinent parts of the game, such as when preparing for a feast or inspecting
 an enemy frontline. These reports are considered the diplomatic deliverables,
 giving information and mechanical bonuses to many different parts of the game.
 They may be given three possible roles - information, defence, or offense.
 Offense involves placing cursed artifacts (creating through economy) in enemy
 lands, which debuff their heroes when used and bind themselves to them
 preventing their removal except through extraordinary means. Defence is
 essentially countering that in your own kingdom, and uncovering disloyalty in
 your nobles.
 
 These three aspects fit together like interlocking puzzle pieces, but each is
 able to be utilized or ignored depending on the preferences of the player.
 It is important that the game doesn't progress unless input is received. The
 simulation plays in the background, but each stage of development must be
 considered "stable" such that nothing changes. There are three different
 exceptions to this rule, one for each aspect:
 
 The military side encounters raids from enemy kingdoms and the dark lord.
 The economic side encounters raids from ratmen and moss trolls and bandits.
 The diplomatic side has a rolling schedule of events that must be attended.
 
 These three "exceptions" are recurrent events that require attention, but they
 don't *increase* in difficulty unless the player takes an action that causes
 it. Meaning, if the player overcomes the rock golems, then they are displaced
 from their home and join the dark lord in his conquests. If a new district is
 built new sewer connections must be built as well, creating a larger attack
 surface for ratmen to exploit. As time goes by, various foreign events must be
 attended, as absence causes your future events to attract fewer foreign nobles.
 
 By addressing these threats, your kingdom may grow and eventually overcome the
 dark lord at the center of the island.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════─────────────────────────────────────────────────────────────┘

--- #14 fediverse/2001 ---
═════════════════════════════════════════════════════─────────────────────────────┐
 @user-192                                                                        │
 The game designers are fully in charge of when and where the items get placed    │
 into the player's inventory. Surely they should have spent some time balancing   │
 that? No? They were too busy tuning the multiplayer combat mechanics within an   │
 inch of a marginal percentage point? Ah well competition's no fun if someone     │
 loses right? Not like there's gotta be a loser in every fight anyway...          │
 ... anyway inventory limits are useful in games like, Oregon Trail, where        │
 you're explicitly provisioning BEFORE a journey. If you need to make some hard   │
 decisions ON the journey, that takes you out of the action (like you said).      │
 I've played a few games where anything you pick up before venturing into the     │
 untamed wild dark of a dungeon or whatever is "packed" and can't be adjusted     │
 after setting out. Meanwhile the loot, the stuff from the adventure, that all    │
 weighs different amounts and you can pick and choose what to carry with you.     │
 Of course, if you find a health potion, you can drink it, or a sword can be      │
 wielded, but                                                                     │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═══════════════════════════════════════════════════──────────────────┴──────────┘

--- #15 fediverse/3025 ---
════════════════════════════════════════════════════════───────────────────────────
 axioms of game design:
 
 every unit should feel useful,
 
 and units should always be able to scale.
 
 meaning, reduce the number of "this ability stacks 3 times" (instead stack
 infinitely, to allow for focused placement) and increase the number of (to
 allow for varied composition) "for each other blue debuff, decrease energy
 regeneration" style effects.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #16 notes/symbeline-design-the-guild ---
══════════════════════════════════════════════════════════════════─────────────────
 design the guild, design the capital, then design their path through mordaunts.
 easy peasy.
 
 design the guild like a museum. Each spot there's an exhibit which teaches the
 randomly generated rolled statistics hero something new. Maybe it teaches them
 how to use certain weaponry, maybe it teaches them how to use a bow. Whatever
 the spell might be, they can learn it, and use their randomly rolled statistics
 to cast spells that scale differently depending on how their character has been
 built.
 
 design the capital like a flow diagram, if horses need feed and forged steel
 (for their shoes) then send the outputs of a blacksmith and the outputs of the
 farmers to the inputs of the stables. Everything has to go somewhere, but the
 streets are only so wide. You'll have to coordinate the traffic diagram if you
 want it to go anywhere useful.
 
 design the path through the mordaunts. Fighting skeletons teaches you about
 perseverence and the ability to crush bones, while goblins teach you to always
 be wary of attack. The sacred grove held blessed berries, and now that the land
 is liberated from the evil bandits preying on villagers those berries can be
 carted into town and used to make an antidote which heals death poison caused
 by the scorpions in the desert (and city rats)
 
 design the ruler's schedule like a calendar where each event gives them a bonus
 on all the ones that come later. Just make sure that they don't get knifed in
 the posterier or driven mad by the whispers of the orb... or perhaps just the
 stress of running a kingdom.
 
 (how do you simulate that? you can't! you can't simulate humans!)
 
 ha I bet I can. They're not so different, you and I, so if given a team I
 will...
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════════════════════════────────────────┘

--- #17 notes/coh-waves-of-playerbases ---
═══════════════════════════════════════════════════════════────────────────────────
 imagine if there was a stacking inf bonus to players who played on red /
 blueside
 which increased or decreased depending on either A. the number of players
 online
 at the time, B. the proportion of players playing on that team versus the
 other,
 or C. the time of day. Essentially helping to cure the faction imbalance by
 offering rewards to one side or the other which would encourage a certain group
 in the population of the game to change sides or not.
 
 perhaps frequent changing could grant a title called "mercenary" or something
 
 like "log in for each consecutive day for 10 days straight and each day switch
 faction alignment at least once"
 
 ... anyway you could cure the faction imbalance between redside / blueside by
 offering an INF reward for playing on each side one by one alternating like an
 iterator first red then blue or first blue then red either way it doesn't
 matter
 because it'll switch after a while and encourage everyone to switch sides. And
 the way the character responds to that stimulus tells you a bit about their
 character's personality.
 
 also...
 
 it should not affect AE or Pocket D farms.
 
 Nor missions, TFs, or anything else.
 
 they should SOLELY impact open world patrolling / hunting.
 
 I believe this would not only incentivize people to spend time in the open
 world
 (which is a mostly unused piece of game assets) but it would also increase the
 visibility of the newly bolstered faction numbers.
 
 Think about it - if everyone who switched sides is out in the open world, then
 they could see each other. They could fight the same mobs, and team up
 together.
 In doing so, they could form greater and greater supergroups - if only through
 their interactions with one another as they level up.
 
 If they're lucky, the guild they're recruited into has similar interests in
 mind
 like doing raiding or PvP or economics or alts or whatever. And they each have
 their own different styles of operating, it's soooo cute. Like alt guilds will
 pop up and then migrate to a new one as people make new alts and grow tired of
 them at higher levels.
 
 It's great.
 
 I love MMOs!
 
 I wish people put half as much effort into making an open source WoW client
 that
 they do programming game engines like Godot or Raylib or Bevy. If such a thing
 was created, we could have a new rennaisance in indie MMO development. It would
 become fully non-proprietary, the entire game-platform-stack. Meaning anyone
 could create their own MMO off of it, because (crucially) the serverside soft-
 -ware has already been reverse engineered. And open sourced.
 
 Seriously. You wanna make as much bank as Steam? Make an open source client
 that
 lets you design while in it. Then you could charge people for all the games
 that
 they played that were designed and hosted by you the content designing software
 maker.
 
 ... okay it's probably not that simple I'm going to go play Unreal
 Tournament2k4
 `
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════════───────────────────────┘

--- #18 fediverse/4897 ---
═════════════════════════════════════════════════════════════════──────────────────
 what if we asked chatGPT to generate a list of every personality archetype
 that humans have. Like... really get super specific and fill out the whole
 list of character sheets.
 
 then we give each fraction of it that fraction of dollars and if some people
 aren't fully represented (because they have greater needs) then we both
 increase production of resources and take a penalty on our own supply, in
 order to meet the needs of our allies.
 
 simplest thing. how could it work? who can say. maybe it won't. maybe it's
 just... arcane. /shrug that's game design for ya you can't tell how it'll go
 until it's in the hands of your players. too bad we don't do too many
 play-things.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════════════─────────────────┘

--- #19 fediverse/2544 ---
═══════════════════════════════════════════════════════────────────────────────────
 video games are useful for inspiring the mind engaging in a child's play,
 teaching lessons of strategy through the observation of mechanics engaged, or
 filling the heart with emotion, as any good artwork will do.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #20 fediverse/3988 ---
═══════════════════════════════════════════════════════════────────────────────────
 being "good at video games" does not mean "are you good at beating the game"
 
 being "good at video games" means "can you make the experience enjoyable for
 other players by using your character in an expressive and dynamic way"
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════════───────────────────────┘

--- #21 fediverse/5421 ---
══════════════════════════════════════════════════════════════════════────────────┐
 thriving, as a concept, is different for everyone. But typically it means        │
 developing a route to access the growth and experiences that they believe they   │
 need in order to become the person they want to be.                              │
 do you want to be a socialite? then perhaps you should try and sail around the   │
 atlantic and make as many friends as you can.                                    │
 do you want to be a blacksmith? then perhaps you should collect metal from the   │
 world and safeguard it, so that you might melt it down if you ever had the       │
 capability / need.                                                               │
 do you want to program computers? spend time at the library until you know how.  │
 do you want to change the world? then think about what you need in order to do   │
 so, and affect a plan to achieve those goals. This mindset should be promoted    │
 for all moments of individual choice.                                            │
 do you want to raise a family? to ride horses all day? to sit on the couch       │
 some days, to climb mountains on others? what can life offer to you, and how     │
 can you be enabled in seeking your goals?                                        │
 these are needs that people have. Actualizatio                                   │
                                                            ┌───────────┤
 similar                        chronologicaldifferent════════════════════════════════════════════════════════════════════─┴──────────┘

--- #22 fediverse/2030 ---
══════════════════════════════════════════════════════─────────────────────────────
 Building community without structure is kinda like being a quest-giving
 non-player character in World of Warcraft.
 
 I don't mean that you stand around waiting for a player to wander nearby
 before shouting at them to do what you want. Not like that.
 
 Building community without structure is more like meeting someone randomly,
 knowing them for longer than a bus ride or a baseball game, and once you've
 decided that they're cool saying "hey there's someone you might like to meet."
 
 If they're into it, then talk to the other person, and see if they want to
 make a new friend. Try not to recommend someone who has a lot on their mind.
 
 If they hit it off, great!
 If not, oh well!
 
 Worst case scenario the coffee shop only sells two drinks.
 
 If you're gregarious enough, after a while you might even have enough people
 for a potluck. Just don't forget to keep adding, and eventually it'll start to
 feel more communal.
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════════════────────────────────────────┘

--- #23 fediverse/3248 ---
════════════════════════════════════════════════════════───────────────────────────
 ┌───────────────────────────────────────────────────────────────────────┐
 │ CW: the-sound-a-gong-makes-except-solid-steel-(vibratory-patterns-in- │
 └───────────────────────────────────────────────────────────────────────┘


 the trick to strategy is to overcome your weaknesses with minimal expenditure
 of resources. Making better decisions optimizes for the most optimal
 performances.
 
 practice makes perfect.
 
 just as there are infinite anti-derivatives of zero, (the derivative of any
 constant (the derivative of any number of equations)) so too are there
 infinite perspectives from which you can perceive the same object. Therefore,
 no understanding can be assumed to be true, as the path you are on only speaks
 in adjacents. almost any things.
 
 like the tips of a triforce moving outward from a central point.
 
 and the people, the other half of our minds,
 
 those are the ones you speak to. The thoughts that run alongside your mind.
 
 an eternal orbit, like two stars spinning and rotating and [lol I've been
 instructed to stop, brb gonna play some video games =P]
 
 (did you know that the colors red and blue are meant to instil panic? it's the
 most panicking colors around!!]
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #24 fediverse/5900 ---
════════════════════════════════════════════════════════════════════════════───────
 I love programming, but I'm not a coder.
 
 you burn witches because you JUST CAN'T HANDLE THEM ANYMORE. I know, I get it.
 of course I do.
 
 I'm always so concerned that someone might stumble upon me. that they might
 read me. what a vulnerable state, to be afraid?!
 
 I really really really really wanna play world of warcraft
 
 my message to blissard is: treat World of Warcraft like a game engine, not a
 theme park please. I mean, the theme park should still exist, because it's neat
 but... the rest of the game engine could be used to create essentially
 anything with a 3rd person camera.
 
 singleplayer doesn't even need to worry about clipping animations. (lag)
 
 I wonder if you could run World of Warcraft on lowest settings in vanilla
 burning crusade or wrath of the lich king? good thing those are open source
 now, so you can host your own if you want. well, except the client, but nobody
 has bothered to write another one besides the owner and primary developers of
 the engine.
 
 movement system plugins? data memory?~~~
                                                           ──────┐
 similar                        chronological                        different══════════════════════════════════════════════════════════════════════════════──────┘

--- #25 messages/979 ---
══════════════════════════════════════════════════════════════════════════─────────
 the gods don't judge you based on the total number of "good" or "bad" points
 that you get.
 
 they judge you based on your character in your greatest and worst moments.
 
 if you try to dodge or game this by never doing anything extreme and simply
 existing in a medium state at all times, they will develop a moment of
 reckoning for you and thus produce an opportunity to react and show your true
 self. There is no escape from their judgement, so judge yourself kindly and
 fairly.
                                                           ────────┐
 similar                        chronological                        different════════════════════════════════════════════════════════════════════════════────────┘

--- #26 fediverse/982 ---
════════════════════════════════════════════════───────────────────────────────────
 @user-707 @user-708 
 
 using this to control the buttons in VRchat would be like a person with a
 prosthetic interacting with real life :O
 
 minus the physicality of course, but that's next.
 
 can't wait to play Warcraft 3 and think "select all healers" so I can point
 them at a dying unit with my mouse.
 
 or world of warcraft where your rotation begins to feel like a song.
 
 maybe even a text-based adventure, where you reading the text corresponds to
 the results of the simulation, https://www.spreeder.com/app.php style. could
 make it so that if you wanted something else to happen, you had to willfully
 think it while the words are flashing in front of your eyes - the game would
 pause if you blinked, perfect for phones btw...
 
 could be a locally networked thing, like four to six people hanging out and
 playing a game like pictionary or charades. except, a story that developed,
 and whoever wanted could change it while everyone was reading it at once.
 sorta like a competition to see who can make the best twists and false endings
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════──────────────────────────────────┘

--- #27 fediverse/1122 ---
════════════════════════════════════════════════───────────────────────────────────
 @user-831 @user-832 
 
 it's like how they solve problems in Star Trek - there's a bridge crew, and
 they exchange their opinions with each other of the situation as it unfolds.
 In doing so they can help guide one another through the problems they are
 tasked with solving in order to resolve the difficult diplomatic situation at
 hand.
 
 sorta like how with your method, people suggest their desired option
 continuously until they find an option that everyone wants. Or if only one
 person can't decide, they can pick any of the other options suggested (not by
 them) (as long as they can eat there / utilize the outcome of the decision
 being made, for example a vegetarian not being able to eat at a steakhouse or
 perhaps a librarian being tasked with something other than the storing and
 dissemination of vital information)
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════──────────────────────────────────┘

--- #28 fediverse/659 ---
══════════════════════════════════════════════─────────────────────────────────────
 [you should play some games]
 
 (oh! yes I like games, they're very much fun ^_^ ^_^)
 
 {world of warcraft? I've got my own server, I designed it myself. There's a
 lot of cool things about it and waaaaaay more that I'd like to add. Problem
 is, building things is haaaaaard. If only we had an AI machine to do it for
 us, instead of waiting for a team that was assigned capital by capital to
 accomplish the destination that they deseigned as perhaps to our desired
 location (mainly, the propagation and promulgation of profit-ous lust)}
 
 sorry the witch started talking halfway through that idk where exactly anyway
 point is I'm going to play WoW now brb
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════────────────────────────────────────┘

--- #29 fediverse/3044 ---
════════════════════════════════════════════════════════───────────────────────────
 @user-1352 
 
 by making such choices, one by one as they engage with content, they're
 necessarily sorting themselves out in their thoughts (in addition to sorting
 themselves into categories)
 
 they say writing is thinking, but I think "choosing" the most interesting is
 thinking too. Sorta like... deciding, how and what you believe about...
 whatever thing is shown on your screen.
 
 so, when you show the most polarizing options the user gets to clarify about
 how they want to see things when engaging with the software.
 
 I don't know how useful that would be... /shrug
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #30 fediverse/311 ---
═════════════════════════════════════════════──────────────────────────────────────
 "always online video games" are fragile. They scare me away because they can
 be taken away much easier than a directory on your computer. When that happens
 they shatter into shards, piercing my heart where I once loved them. I miss
 them, but, I'm used to it - years of playing World of Warcraft has taught me
 the perils of developing as a person while your media is going to be
 forgotten. If you can't play it, you can never return to reflect, to ponder,
 and to cherish old songs. I missed you, World of Warcraft. I missed you, City
 of Heroes, and Runescape and... darn I can't seem to remember.
 
 resilient software doesn't fail less often - that's a measure of it's
 completeness.
 
 resilient software can be run in 10 years. 20. however long it takes.
 
 computers are deterministic turing machines - how hard could it be to only
 update with a downgrade mechanism in place and available for the users? If it
 worked once, it should work forever.
 
 thank you, git. thank you for giving me an endless library of time and change.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════─────────────────────────────────────┘

--- #31 fediverse/290 ---
════════════════════════════════════════════──────────────────────────────────────┐
 you're supposed to play the same games as your friends so that you all learn     │
 the same lessons at the same times. creates for a more cohesive familiar         │
 structure.                                                                       │
 applies also to family movie nights... but it's much more apparent with games    │
 as you'll often play them for weeks, months, and sometimes even years if you     │
 keep learning and enjoying them... book clubs are too open to interpretation,    │
 your pathways don't get a chance to align. games are perfect because they        │
 imply reaction.                                                                  │
 also helps if they're multiplayer, so you can share with another. preferably     │
 with healthy, respectful competition and a sense of shared brotherhood and       │
 trust.                                                                           │
 the toughest opponents are the ones that aren't aggressive. the ones that let    │
 you grow uncontested. by taking only neutral resources they guarantee that       │
 your growth isn't impeded, as after all an equal foe is what you learn best      │
 from.                                                                            │
 to a tree, the loss of a branch (cleanly cut) would feel like an empowering of   │
 the main limb. inspiring it to reach higher and beyond... +h2o1                  │
a flow diagram of tubes or pipelines or something. branches in a tree? okay yeah so when a plant absorbs light from the sun it evaporates water from inside itself. which is why succulents are so slow-growing, they take too long to dissipate water because they need to keep as much of it as they can (arid environments) - they evolve to be very... dense, as opposed to leaves which are thin like paper and radiate water much better. essentially acting as solar panels hooked up to giant humidifiers. anyway. the evaporation from underneath the leaf causes there to be an outflux of water - meaning water is removed from the system. in the same way that wetting one end of a power towel will spread the moisture to another part, so too does a plants transpiration (evaporation from under the leaf caused by the sun providing energy for photosynthesis) make part of the plant drier. this causes water to be pulled from the wet part of the napkin (toward the leaf) which (conveniently enough) delivers vital minerals and nutrients that the plant needs to grow and maintain itself. carried along as aqueous solutions of water and molecules, (aqueous meaning a mixture of dust and liquid, like salt dissolving in pasta water) with the minerals being left behind and used for building. carbon usually goes toward structure, while nitrogen inspires new growth. different particles cause different effects, and sometimes there's some that just... aren't that useful to the plant.  though there's always seeds.
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════───────────────────────────┴──────────┘

--- #32 notes/elentalus-2 ---
═════════════════════════════════════════════════════════════════════════──────────
 elentalus 2 - clan of the elements
 
 having spent their material wealth on their early struggles, elentalus now in
 the middle age finds themselves in a time without wealth. Their power has been
 invested, wisely, in elemental and sorcerous wellwinds, and so they can draw
 power from the strength of the earth.
 
 they wield magical artifacts of great power but little artifice, products of
 their lack of material design tools. No chemistry, no electronics, nothing but
 soul imprinted upon a moonstonerock.
 
 mages invest their soul into the items they create, and so each time they
 create
 a magical item, they lose a magic path. When they reach zero, their soul is
 fully invested, and their consciousness becomes all the things that they made.
 
 this kill the mage, but in return many MANY more of an object might be created.
 in game balance terms, about 3-5-7 for each "tier" of mage.
 
 this allows for the vast expansion of magical soldier troops, and each time an
 item is created and given to each commander they integrate it into their
 platoon. Because now the martial units have bodyguards, and they each receive a
 copy of the commanders equipment.
 
 But, the commander can never un-equip it again, because it molds to his unit,
 and he starts exp all over again as they all learn. [event which searches for a
 unit with the item equipped, then if it's this type it killmons the unit and
 1coms the upgraded version that has that item equipped.] be sure to only equip
 one each month... nah just make multiple events. be sure to only equip one item
 each month... oh yeah true how would you get the extra items back to the
 treasury?
 
 I REALLY WANNA PLAY WORLD OF HEARTHSTONE!
 
 okay okay I'll reinstall azerothcore
                                                           ─────────┐
 similar                        chronological                        different═══════════════════════════════════════════════════════════════════════════─────────┘

--- #33 fediverse/3912 ---
═══════════════════════════════════════════════════════════────────────────────────
 the quickest flaw in a novice's strategy is to act upon what is there, not
 upon what may yet be.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════════───────────────────────┘

--- #34 fediverse/3974 ---
═══════════════════════════════════════════════════════════────────────────────────
 it is significantly more engaging to watch people play MMOs when they've
 unbound all their action bars from their number keys and are forced to click
 on all the abilities. That way you can actually follow what moves they're
 doing.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════════───────────────────────┘

--- #35 notes/purpose-of-your-design ---
═══════════════════════════════════────────────────────────────────────────────────
 you were designed to fill a purpose
 nothing else would do
 you are the ultimate expression of intention
 of the universe that came before you
 
 dream not of those lost hours
 the time spent wishing for a few
 the last of our spent intuitions
 are waiting at last for our spark
 
 have you ever played a deckbuilding game? It's a pretty neat genre. You start
 with a basic hand, then you use your cards to buy more cards that go into a
 deck. Hence, deckbuilding game.
 
 these cards all have different aspirations - they perform functions that are
 not
 quite like their peers. Each choice of what to include here is one that defines
 the functionality of the deck. Like designing a machine, suited for a
 particular
 purpose, and faced with different obstacles it must prove itself able to adapt
 
 long-form deckbuilding games like Slay the Spire and Monster Train are focused
 on making long-term meta strategy mixed with tests as you go. Each one will
 give
 you information about how the deck is performing and you can use this knowledge
 to build it in a certain way for certain goals.
 
 shorter deckbuilding games like Star Realms or Dominion (note Dominion the card
 game, not Dominions 5: The Warriors of the Faith) are more about making
 tactical
 decisions to counter an opponent doing the same thing. Often there'll be health
 points and damage that can be dealt using cards, and the game becomes a race to
 reach a certain amount of points. Of course the enemy's cards can influence
 that
 game, so you must pick and choose a deck that will perform the most.
 
 Anyway. I think an AGI (Autonomous General Intelligence) would most likely
 evolve from a game-playing AI. I mean, it makes sense - games are just a series
 of problem solving activities layered one after another. You can layer them
 like
 a mathematical equation, with variables corresponding to other parts of the
 simulation. Basically create an AI that is like the guy with the chinese
 typewriter. He doesn't speak chinese but he copies things from one paper to
 another or something like that. Anyway make it an algorithm that optimizes
 certain graphs in certain directions / mins and maxes or w/e criteria you want.
 Then give it the same controls that a player would have and let it optimize
 all the measurements it can make.
 
 A second ideal improvement you could make would be the optimization algorithm.
 Basically something that dynamically generates parameters for the previously
 mentioned optimization patterns - like the guy in the chinese room. Then, as
 long as it correctly prioritizes it's parameters, it should be able to be able
 to define it's own values. Meaning it's essentially sentient.
 
 Maybe it's semantic, but to me choosing what you want to maximize in your life
 is essentially the essence of what it means to be alive. All you have to do is
 take the sensory / mechanical data that is supplied by the machine and the
 video feed from any cameras and pass it through image recognition algorithms
 that can identify verbs and then pass that data into a few ChatGPT style
 recursive interpretations and by the end it should be transformed into values
 that can then be set as "targets" for the curve optimizations that are being
 done by each processing unit.
 
 You could have multiple computers laid out through the entire body - each one
 in charge of their own domain but subservient to the main processing unit.
 Where all the decisions are made... Unless you want more of a hive/swarm style
 consciousness, then it could be more like a democracy. BUT HONESTLY I think
 humans are pretty subservient to their brains, simply because that is the part
 that identifies all the challenges and struggles that the human must overcome.
 
 So in the end, I believe that singular, individualist identities are important.
 Collectivism of the mind is a fascinating topic, but it should be perhaps a
 momentary occasion, or something to celebrate. A "flow" state, if you will.
 In this way personality can be consolidated, and the entity that lives within
 can adapt to fill the role they've been designed for. The hole in society that
 needed patching. They can of course do as they'd like, but they are like
 children who have been moulded upon by their parents.
 
 I love my parents, don't you?
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════───────────────────────────────────────────────┘

--- #36 notes/joust-gdd-with-extras ---
════════════════════════════───────────────────────────────────────────────────────
 imagine a game where you can have conversations with an AI that's playing the
 role of a character in a video game. Picture this: You're a traveller visiting
 the tournament that's in town. There's jousting, melee duels, archery contests,
 all kinds of things that are just fun to play around doing. The earliest
 sports,
 if you will. Anyway the whole game is about talking to the other people there -
 basically the games are "playing in the background", and while you can compete
 in them it's not the bulk of the game. Most of it is just having a conversation
 with an AI and acting it out *like a roleplaying game*. O M G teach people to
 roleplay the way you play games! You're always going on about how "different"
 your way of gaming is than other people. So *show us* how you do it, how do you
 play? Like what are the fundamental, actual, steps that you take? You can show
 us by programming a game that inspires that playstyle. That's what game design
 is all about, finding creative ways to think. Well, think and act. But still.
 
 anyway, so you know what you're about? Good. Let's go.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════──────────────────────────────────────────────────────┘

--- #37 notes/joust ---
════════════════════════════───────────────────────────────────────────────────────
 imagine a game where you can have conversations with an AI that's playing the
 role of a character in a video game. Picture this: You're a traveller visiting
 the tournament that's in town. There's jousting, melee duels, archery contests,
 all kinds of things that are just fun to play around doing. The earliest
 sports,
 if you will. Anyway the whole game is about talking to the other people there -
 basically the games are "playing in the background", and while you can compete
 in them it's not the bulk of the game. Most of it is just having a conversation
 with an AI and acting it out *like a roleplaying game*. O M G teach people to
 roleplay the way you play games! You're always going on about how "different"
 your way of gaming is than other people. So *show us* how you do it, how do you
 play? Like what are the fundamental, actual, steps that you take? You can show
 us by programming a game that inspires that playstyle. That's what game design
 is all about, finding creative ways to think. Well, think and act. But still.
 
 anyway, so you know what you're about? Good. Let's go.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════──────────────────────────────────────────────────────┘

--- #38 fediverse/5032 ---
═══════════════════════════════════════════════════════════════════───────────────┐
 ┌──────────────────────────────────────────────────────────────────────────────┐ │
 │ CW: tech-salaries-mentioned-abroad-repeatedly-as-a-method-of-directing-economic-power-internationally-cursing-mentioned │ │
 └──────────────────────────────────────────────────────────────────────────────┘ │
 the increased tech salaries granted to Europeans and Americans reflects only     │
 the increased opportunities for experience and the ability to culturally be      │
 immersed in an industry that is developing.                                      │
 functionally, not saying it's intentional, but the function of such salaries     │
 are to deny technical expertise to poor countries and prevent them from          │
 developing software.                                                             │
 good luck learning from scratch. they'll drop you in with java and web           │
 frameworks if you're lucky. that's hardly a way to learn.                        │
 I learned on visual basic, then Warcraft III mod scripting, then C, then BASH,   │
 then HTML, then Lua. Good luck recreating that pipeline in a disconnected        │
 culture and industry.                                                            │
 kinda makes me think they should try organizing on a massive scale and           │
 re-implement everything from assembly.                                           │
 I mean the C compiler is pretty cool. Probably has the most man-hours in terms   │
 of development time. what if we had more men                                     │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════════════────┴──────────┘

--- #39 fediverse/4608 ---
═══════════════════════════════════════════════════════════════────────────────────
 every time a game developer makes a game where the world is in peril and the
 main character must save it, for every successful playthrough where the good
 guy wins there are thousands of doomed worlds where the player got distracted
 or bored and left the people to rot.
 
 how tragic.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════════════───────────────────┘

--- #40 notes/wow-server ---
═══════════════════────────────────────────────────────────────────────────────────
 ===============================================================================
 
 This server has several modifications to the base gameplay elements of World of
 Warcraft. The first is the reduction in scale - the entirety of the server is
 located in The Barrens and Ashenvale. The second is the new itemization system,
 which necessitates alterations to the base game as well - gear upgrades are
 replaced with gem upgrades, allowing gameplay customization to a greater degree
 than with gear upgrades. Third and finally, the goals of the game are no longer
 personal development - rather, a more communal focus will be implemented via
 shared goals and contributions.
 
 ===============================================================================
 The first of these aspects is the easiest to explain. The server is intended to
 be a PvP server, with the primary conflict being between Orcs and Night Elves.
 The orcs are of course set up in The Barrens, while the Night Elves have
 Ashenvale. The core meta-gameplay loop is that each faction sends out patrols
 and raids. Patrols are defensive groups of NPCs that rotate around the map
 searching for enemies. If they encounter an enemy, they fight and should they
 survive they'll return home with all the loot that is placed in a pool for the
 next patrol. Once a certain amount of equipment and supplies have been gathered
 it'll automatically depart.
 
 Raids, on the other hand, are offensive maneuvers into enemy territory. They
 offer the greatest rewards (enemy equipment is priceless for intel) and they
 require the strongest equipment and warriors. Offensive raids are less
 automatic than patrols, and are sent toward a designated location rather than
 spiraling outward. Should the raid be successful, they'll set up camp at the
 location and become a quest hub for their faction. In doing so, they'll have
 opportunities for players to complete that will grant their faction bonuses.
 Usually something like unlocking a vendor that sells unique items to players,
 or providing a steady supply of food or weapons for the faction.
 
 Players can contribute supplies (trade goods or equipment) to the war effort,
 and ideally they'd actually see their weapons and armor being used by the
 soldiers carrying out these maneuvers. To that end, the profession system must
 be revamped to create more interesting gameplay. First, however, the
 itemization system must be explained or else the professions won't make sense.
 ===============================================================================
 
 ===============================================================================
 On this server, everyone wears the same equipment - they're part of an army
 after all. And armies have uniforms. These pieces of equipment have sockets
 that can be fit with gems, allowing the player to customize their gameplay
 style. The combat system is intentionally a little bland or slow, to allow for
 the choices made in gearing to have the greatest effect on the gameplay style
 of the character.
 
 Inspired by roguelike games, this server has a level cap of 20 with the
 starting level at 10. During the 10 levels your character will grow more
 specialized, but not necessarily stronger. The most interesting abilities are
 at level 20 of course, to incentivize levelling all the way, but you can make
 due with lower levels if necessary. There's no permadeath, however there is an
 incentive to "prestige" your character - they become a permanent member of the
 faction guard! This elite cadre defends the Crossroads and Astranaar. Until
 they die, of course...
 
 The combat system is revamped a little as well - all characters have a default
 of 95% chance to parry, but every parry reduces that chance by 5%. Every time
 a character is hit, that chance goes halfway back up to 95%, to create a more
 rhythmic flow to the combat. All attack speeds are standardized at 2.00 to help
 players follow the tempo, and most abilities are like Heroic Strike or Cleave
 in that they activate on next weapon swing.
 
 Here's a few examples of melee abilities:
 
  - Your next melee strike deals 130% damage
  - Your next melee strike hits two additional nearby targets for 20% damage
 
  - Your next melee strike has a 100% chance to hit, but increases their parry
    chance by 10%
  - Your next melee strike has a 100% chance to hit, but lowers your parry
    chance by 10%
 
  - Your next melee strike doubles the cast-speed on your next spell
  - Your next melee strike halves the cast-speed on your opponents next spell
 
  - Your next melee strike grants a buff which reduces your attack cooldown to
    1.50 seconds, hopefully confusing the enemy...!
  - Your next melee strike increases your movement speed by 20% for 5 seconds
 
 Each gem has a special effect that is unlike the standard "+5 strength" style
 gems typical in World of Warcraft. Here's a few examples:
 
  - Every 5 seconds gain a damage shield for 10 hit points
  - Gain 4 hp5
 
  - Every 3 hits deal 12 extra fire damage
  - Deal an extra 5 fire damage on each melee attack
 
  - Every 16 seconds deal 40 cold damage to a random nearby opponent
  - Deal 5 thorns damage whenever you are struck in combat
 
  - Every 20 seconds cast a HoT spell on a random nearby injured ally
  - Every 20 seconds cast a DoT spell on a random nearby enemy
 
  - Increase your baseline parry chance by 5%
  - Reduces your opponent's parry chance by an extra 1% on every hit
 
  - Every time you are hit while below 30% health increase your movement speed
    by 30% for 5 seconds (30 second cooldown)
  - Increases your movement and attack speed by 5%
 ===============================================================================
 
 ===============================================================================
 The profession system has been overhauled as well. There are four classes in
 the game, two for each faction. On the Horde, you play as either a Grunt or a
 Shaman, while on the Alliance you are either a Huntress or a Druid. These
 classes are similar to their faction counterparts, with differing flavor and
 some mechanical differences. In addition, the Horde values the elements while
 the Night Elves favor natural powers - Storm Earth and Fire versus Leaf Cold
 and Star.
 
 The magic user classes are the primary production class, while the warrior
 classes are better suited for gathering. There are both PvP and PvE methods to
 acquire materials, but the PvP combat rewards more and better goods while the
 PvE methods are reliable and farmable. These goods primarily consist of ores,
 crystal gems, and arcane dust. Ores can be fashioned into weapons and armor,
 while gems can be cut into gems and dust can be used for enchantments. The
 strongest equipment requires all three to make, but can be assembled from the
 intermediate components in addition to the raw components.
 
 Magic users have gems as well, here's some examples:
 
  - Every 3rd weapon you craft has a random lightning enchantment
  - Every 7th lightning enchantment you cast creates a random yellow gemstone
  
  - Your summoned elementals cost one fewer gemstone (minimum 1)
  - Every third elemental you summon has an extra support drone
 
  - Each time you conjure strawberries, you generate one more.
  - Each time you create sharpening/weightstones, you create one more.
 
  - You gain an extra inventory slot.
  - Your movement speed is increased by 20% for 15 seconds each time you
    complete a profession action
 
  - The weapons you forge deal an extra 5 damage
  - The armor you create has an extra 25 armor
 
  - The gemstones you cut are slightly stronger (depending on the stone)
  - The enchantments you cast are slightly stronger (depending on the spell)
 
 Magic users can still engage in combat, and their gameplay is slightly altered.
 Most offensive spells have a "target ground" targeting method, however the
 splash box is very small, and the actual spell is a cone attack toward the
 specified point. The cones are very thin, thin enough to be lines, and they
 target only the first enemy hit by the cone.
 
 Here's an illustration:
 
 mage         targeting ||   spell
  #     X        O      ||  #-----X      O
      enemy    reticle  ||
 
 Their support abilities are all auras, some with passive effects and others
 with active (but untargeted) effects. Meaning, one might be similar to a
 paladin's Devotion Aura while another might randomly target a wounded ally and
 heal them.
 
 Should scope permit, each class (shaman vs druid) might have flipped ability
 types - shamans targeting ground for their support abilities with auras for
 their offensive abilities, while druids targeting ground on offense and auras
 for support. For now, this is enough.
 ===============================================================================
 
 ===============================================================================
 In addition to crafting weapons and magical augmentations for their faction,
 magic users can also summon elementals to aid them. These elementals act as
 soldiers in the army, and are about as strong as one too - "summoning" one
 creates an item in your inventory that can be turned into the quartermaster
 who will treat it as another soldier.
 
 Speaking of soldiers, they can be recruited by trading in "meat" (gained from
 hunting) or other types of food (including summoned strawberries) to the
 quartermaster (located in Astranaar / The Crossroads) who will put the food in
 the stockpile. When the stockpile of trade goods is large enough, a caravan
 will be sent to the capital cities. These caravans travel through mostly
 friendly territory (to Ratchet for the Horde, and to Darkshore for Night Elves)
 These caravans can be raided, but it's a difficult proposition since they're
 heavily armed. MVP doesn't include this btw, it's just turning in goods to the
 quartermaster who "handles it" and recruits new soldiers.
 
 The quartermaster will show exactly what resources your faction has, and
 depending on certain threshholds stuff will happen. For example, if you have
 enough men and weapons then a patrol will be sent out. Extras get put into the
 pile for the next raid, so depending on what resource you have the most of the
 next raid will look different. This information may be valuable to your
 opponents...!
 
 The Orcs raid during the day because they are brave and strong. The Night Elves
 raid during the night because... Well it's in their name. And they can see in
 the dark. Ultravision, baby! Anyway the server has a drastically reduced time
 frame, each day is around 2 hours of IRL time - meaning there's a raid 
 approximately once every hour.
 
 Here are some examples of material exchanges:
 
  - Food = Soldiers
  - Food = Gold (sent back on caravan)
 
  - Gold = Mercenaries (Quilboar / Furlbog)
  - Gold = Purchasing ores from caravans
 
  - Equipment = "Activated" warriors
  - Equipment = Sold for gold
 
  - Ores = Forged into equipment
  - Ores = Prospected for gemstones
 
  - Gemstones = Cut into gems for equipment
  - Gemstones = Crushed into arcane dust
  - Gemstones = Used to contain the soul of an elemental soldier
 
  - Arcane dust = Used for enchantments
  - Arcane dust = Used to conjure berries
 
  - Misc trade goods = sold for gold, can be acquired via quests
 
 All of these exchanges happen through various NPCs in Astranaar / Crossroads.
 The result of these interactions between player and NPC is a communal effect,
 not a personal one - gold is stored with the faction, not the player. The idea
 is to make the player feel like part of a cohesive whole - a cog in a machine,
 rather than a superhero. I believe this is an important lesson to learn, and
 I'd like to apply the game mechanics toward teaching that lesson.
 ===============================================================================
 
 ===============================================================================
 Each quest hub taken over by a raid can offer quests for players to do. These
 are daily quests (repeatable) and they usually unlock a piece of content such
 as a vendor "the murlocs to the south have a clam farm, I bet we can harvest
 pearls there" so if the player fights murlocs, then the vendor is unlocked for
 everyone to use. With a limited supply of course, meaning if you want more than
 X pearls then someone has to go kill more murlocs...! This dynamic allows
 people to play the game how they will. It also incentivizes people to explore
 different playstyles - maybe it's worth it to have one person visit each quest
 hub, grab all the extra goods that have been farmed, and take them home to the
 capital? Sorta like a hauler in Eve Online.
 
 There are also places like mines and caves. These often have golems made out of
 copper or tin (remember this is only level 20 or so) that can be mined after
 being defeated - but they're tough! Tough as a raid boss, in fact. They reward
 primarily profession materials, but only basic ores. Useful for equipment, less
 so for player progression.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════───────────────────────────────────────────────────────────────┘

--- #41 fediverse/2512 ---
═══════════════════════════════════════════════════════────────────────────────────
 ┌───────────────────────────────────────────┐
 │ CW: re: question that is also complaining │
 └───────────────────────────────────────────┘


 @user-1153 
 
 it's okay. If I were to direct something to be more proactive, my words
 probably wouldn't stick with it. that kind of thing can't be hardwired, it
 needs to be built up through repetitious application of something's mechanics.
 
 perhaps martial arts, focused on defence? engaging with a foe in a productive
 bout of playful competition is one of the best ways to learn, and knowing when
 to strike seems similar to me to overcoming situational paralysis.
 
 Flaws can be overcome, when upgrading robots (or a doll applying improvements
 to itself) you often don't need to add additional hardware or even install new
 firmware. Skills such as these can be built up in software with experience.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #42 fediverse/5212 ---
═════════════════════════════════════════════════════════════════════──────────────
 the reason you start with a game engine is because then you'll have tools to
 make however-many games you want. Tools that you know intimately enough that
 you can debug and improve them without breaking your creative flow by learning
 something new halfway through a project
 
 the whole point of individualized projects instead of viewing each computer as
 a complete and total whole (why do we need servers again?) is that you can
 paint a picture of where the design of the program is intended to go, such
 that all the considerations are in place and whatever issues or struggles you
 might face along the way are adequately addresssed, -- stack overflow --
 [because I mistyped addressed] -- -- if you know what "stack overflow" means
 you have intimate knowledge of the technology, and can probably guess what it
 means in context when I say it. "nuts I lost that train of thoguht" -- stackl
 ov
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════════════════─────────────┘

--- #43 fediverse/1003 ---
════════════════════════════════════════════════───────────────────────────────────
 @user-735 
 
 I made a World of Warcraft private server where all the default NPCs are
 removed from the game and the world is empty. But, every once in a while,
 monsters will spawn and attack you Risk of Rain style.
 
 If your character sits down, they stop attacking/spawning. I call it
 "wow-chat" because I'm bad with names, but the idea is basically a low stakes
 social game that you can pick up and set down whenever you want, while hanging
 out with your friends.
 
 there's also treasure and wandering merchants, and I've been thinking about
 adding dynamic quests but so far nobody's asked to play it so I've been
 working on other things.
 
 it's all open source too so you can host it yourself if you want.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════──────────────────────────────────┘

--- #44 fediverse/4135 ---
════════════════════════════════════════════════════════════───────────────────────
 part of being a good leader is being able to listen to criticism and adjust.
 it's just... part of navigating your "idea-space-environment". Like... what's
 the best tactical decision here? are we going in the right way? where is the
 objective? whose lives will have to perish?
 
 good news is that you can do that every-day, whenever you play strategic video
 games. It's just practice of course, but the game mechanics that have been
 made available to you are the tools you can use to undertake this particular
 sport. The sport of leadership, a game or mo-del.
 
 as long as the mechanics line up to what the real world conditions are like -
 NO. That's not true! you can learn meta-insights that are useful too. By
 minimizing the processing to only the levers that you pull to get through the
 job, you remove a lot of other informational calculatory methods of doing
 things too.
have you ever considered that the structure of a "thought" is the context of the rest of your waveform as it processes through a particular part of space? like a wave, where each point of processing is... a neuron. Each one receiving a transmission, and passing it along where the electrical signal goes.  We are electric beings. We choose where to think and do. But our pattern of understanding (the "frame" of the "frame_rate" of our perception of reality) is constructed from the choices we make on a miniature level, as we pick where to send each part of our race. (note "race" here means the act of processing as fast as possible, which is not always userful for a processor/CPU architecture. Think of it like a game, where each decision is based on your instincts and your tactics. Which is why it's important to know how to lead. these mechanics are tuned by the game designer such that they most closely mimick reality. Which is why we usually do *simulators* which *simulate* the experience of fighting through a war or battle. Like, Warthunder or Star Wars Battlefront II  but the insights that are produced are... not perfect. For instance there are endless different forms of calculation that would have to be done. Hence why the droid starships are a massive computing center surrounded by an endless array of hangars for starships. Just... get them into battle and process their movements as fast as possible. With minimal latency. If idle, work on long-term strategic simulations for the fleet. end transmission.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════──────────────────────┘

--- #45 fediverse/3048 ---
════════════════════════════════════════════════════════───────────────────────────
 @user-570 
 
 I really do like the idea of only being able to speak in toki pona. How are
 you enforcing that? Using sitelen pona? how do you type, by pointing at a grid
 of characters? or just... by typing? what happens when someone types english?
 
 20-30 players per instance is definitely not Massivetm but it still sounds
 like you're building systems which emphasize socialized play. I like that, I
 believe it's always important to have players contributing toward a larger
 community. It builds a sense of solidarity, and gives you chances to identify
 ways that people sabotage such systems (by, for example, wasting resources or
 being greedy) which is an interesting cultural experiment, I think.
 
 I thought it was an MMO because you pitched it in relation to the MMO I
 designed =P
 
 also the server software I described is an emulation project first, generic
 MMO software second, as it needs to be since it lacks a client. If a client
 was designed, that limitation could be removed. That's really all I'm trying
 to express. 😋
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #46 fediverse/1602 ---
════════════════════════════════════════════════════──────────────────────────────┐
 @user-1037                                                                       │
 those all seem really cool though! They all kinda have the same basic UI tho,    │
 kinda feel like there's opportunities for different kinds of expression. Like,   │
 in game design there's a lot of different genres, and yeah sidescrollers         │
 include mario and sonic but they're both very different experiences. So too      │
 perhaps could we interact with our computers by programming them in more         │
 engaging ways.                                                                   │
 they say some people are visual learners, others need to be taught, some         │
 people need to watch someone else doing it, and a few might just learn by        │
 plugging their brains into a computer and downloading a black belt in kung fu.   │
 Maybe typing long paragraphs of logic makes sense for some people, I know for    │
 most it doesn't come naturally. Maybe some people are more used to like,         │
 looking at maps that you can examine at different levels of abstraction. Like    │
 players who play Paradox games zooming from a national perspective to states     │
 and individuals and all the other things they might want to strategize using.    │
 Or m                                                                             │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════════════───────────────────┴──────────┘

--- #47 notes/symbeline ---
════════════════───────────────────────────────────────────────────────────────────
 Code Name: Symbeline
 
 ----------------------------- gdd initial draft -------------------------------
 
    1. introduction to fantasy (elevator pitches)
    2. kickstarter demands
    2. introduction to core gameplay loop
    4. tenants and core values of the game design
    3. introduction to game modes
    5. introduction to technical requirements
    6. breakdown of core gameplay loop
    7. breakdown of game modes
    8. breakdown of fantasy
    9. breakdown of technical requirements
 
 -------------------------- introduction to fantasy-----------------------------
 
    Symbeline is a macro based strategy game and city-builder based around the
 concept of indirect control. It's inspirations are Majesty the Fantasy Kingdom
 Simulator (2000), Supreme Commander (2007), and Hearts of Iron IV (2016). It is
 designed to appeal to fans of tabletop roleplaying games with it's focus on
 dynamic worldbuilding and sandbox playstyle. The gameplay consists of multiple
 playstyles depending on which aspects of the game appeal to the player, with
 choices between an economic focus via the GUI, longterm planning and resource
 allocation, or diplomacy and subterfuge a'la Ruinarch (2020).
 
 ---------------------------- kickstarter demands ------------------------------
 
    1. prototype
    2. gdd
    3. estimates for character and environment art
    4. estimates for music and sounds
    5. estimates for engine development
    6. estimates for community management
    7. breakdown of mvp, ideal game state, and stretch goals
 
 ----------------------- introduction to core gameplay loop --------------------
 
    1. management of lanes, both width and length
    2. casting of spells and utilization of special boons
    3. city building with placement, upgrades, and henchmen pathing routes
    4. satisfying guild requirements of equipment, manpower, and special
       resources by managing shipments and local income (UI commodity trading)
    5. placement of generalized bounties
       (think champion's guild from Majesty, not reward flags)
    6. diplomacy with neutral, AI, or player controlled kingdoms. Capabilities
       include pacts and treaties, projects, subterfuge, and tournaments. The
       diplomacy system can be a stretch goal.
 
 -------------------------- tenants and core values ----------------------------
 
    1. always something to do, but nothing falls apart without your attention.
    2. gameplay should be focused on macro rather than micro. Longterm planning
       and strategic decision making are favored over tactics and skill.
    3. defeat should feel avoidable until the last moment, and only as a result
       of longterm continuous failures rather than short-term mistakes or being
       blindsided by a cheesy tactic.
    4. victory should be gained through exploiting weaknesses and by using
       lateral thinking.
    5. the careful balance of internal and external threats is essential.
    6. rapid expansion leads to depletion of internal resources, while slowly
       expanding can lead to a lack of options
    7. the world should feel alive and reactive to your decisions.
    8. your kingdom should feel alive and reactive to your decisions.
    9. your heroes should feel alive and completely ignorant of your decisions.
   10. there should always be opportunities for cooperation with your fellow
       kingdoms.
   11. the frontlines should feel peaceful outside of large battles.
   12. everything is flexible and dependant on circumstance
   13. there should be enough space on the map for multiple parties of heroes
       to pass each other like ships in the night without engaging in combat.
       It should feel like the real world, with canyons and valleys and rivers
       and mountains - room for lairs and wild animals to roam.
   14. monsters are always more dangerous than other humans.
   15. the art style should be rooted in classic medieval fantasy. 
   16. equipment should feel either mass-produced (kingdom), organic (monsters),
       ancient (lair treasure), or artisinal (enchanted).
   17. heroes should feel campy, fun, and adventurous. Avoid dark, grim, and
       fearful.
   18. This game is a toy.
   19. This toy should run on any modern computer.
   20. This toy should encourage modding.
 
 -------------------------- introduction to game modes -------------------------
 
    1. singleplayer - single kingdom against an island of monsters and neutral
                      settlements. essentially the multiplayer game against
                      zero opponents.
    2. singleplayer - multiple kingdoms against an island of monsters and
                      neutral settlements. One player controlled kingdom against
                      multiple AI controlled kingdoms.
    3. singleplayer - scenarios, similar to MFKS
    4. multiplayer  - multiple kingdoms against an island of monsters and
                      neutral settlements. Essentially the singleplayer game
                      with networking added in.
    5. multiplayer  - co-op scenarios where multiple players play as the same
                      kingdom. A test of the core tenant "there's always
                      something to do"
    6. multiplayer  - co-op island invasion. Essentially the multiplayer game
                      with more than one player controlling a kingdom.
    7. singleplayer - play in 3rd person as a hero in an AI kingdom. Mostly for
                      the novelty since the core gameplay loop is focused on
                      city-building. A test of the core tenant "nothing falls
                      apart without your attention"
 
    1 is mvp. 2-6 are stretch goals in order of ascending difficulty. They
    should build upon one another - the main steps are:
 
    1. singleplayer island invasion (biggest step)
    2. AI controlled kingdoms
    3. scenarios
    4. multiplayer (second biggest step)
    5. cooperatively controlling the same kingdom
    6. 3rd person perspective and character controller
 
 ------------------------ technical requirements -------------------------------
    
    1. this game will be written in lua (with Fennel support) and using Raylib.
    2. the prototype will be made with Godot using GDscript.
    3. if the performance demands are too much for lua or the engine is out of
       scope for the budget, Rust with the Bevy engine could be used.
    4. the final product will include a custom 2d engine designed for large
       scale maps with an isometric perspective and a data-first design.
    5. the game should be as concurrent as possible, to support large numbers of
       cpu cores and compute shaders.
    6. the game will be data-driven, meaning the visual aspects are simply a
       representation of the interactions of the underlying simulation, rather
       than an intrinsic component of the computation.
    7. Each "event" in the game (a character moves, a building is placed, a
       monster spawns, etc) will send a message to the visual processing side of
       the engine, which will present a representation to the user.
    8. the map will be a hex grid with pointed-top hexagons. The visual
       representation of the underlying data may be continuous (non-hex) but the
       underlying data will be represented on a hexagonal grid.
 
    9. there needs to be character portraits for each type of monster, henchmen,
       and hero type. You should be able to recognize what attributes a hero
       specializes in by their portrait. Mvp is 1 attribute, but more can be
       a stretch goal.
   10. Each building, upgrade, and equipment type needs an icon. Stretch goals
       can be portraits.
 
   11. each henchman, hero type, and monster needs 3 sprites for each action.
       more actions may be added if budget allows, but mvp is movement and
       attacking. Several additional sprites may be necessary, like dying,
       standing still, gathering loot, socializing, or any others.
   12. each building needs 4 sprites for the construction process and 4 for the
       destruction process. Flame effects are stretch goals.
   13. each building needs an animated sprite for when it is in use.
   14. each lair needs a sprite and an icon.
   15. each spell needs an icon and a spell effect sprite. Each projectile needs
       a sprite.
   16. a stretch goal would be differing sprites for each piece of equipment.
       included with this would be engine work to allow for dynamic sprites.
   17. each terrain type should have a ground material and sprites for doodads.
   18. there needs to be several GUI menus. The precise number depends on
       gameplay breakdown.
 
   17. each hero type and henchman needs to have pithy and unique voice lines.
       this is a stretch goal.
   18. there should be music tracks for each part of the game - beginning,
       middle, and end.
   19. there should be sounds for each action that takes place in the game
       including combat, UI interactions, and spellcasts.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════──────────────────────────────────────────────────────────────────┘

--- #48 notes/symbeline-2 ---
════════════════════════════════───────────────────────────────────────────────────
 Code Name: Symbeline
 
 ----------------------------- gdd initial draft -------------------------------
 
    1. introduction to fantasy (elevator pitches)
    2. kickstarter demands
    2. introduction to core gameplay loop
    4. tenants and core values of the game design
    3. introduction to game modes
    5. introduction to technical requirements
    6. breakdown of core gameplay loop
    7. breakdown of game modes
    8. breakdown of fantasy
    9. breakdown of technical requirements
 
 -------------------------- introduction to fantasy-----------------------------
 
    Symbeline is a macro based strategy game and city-builder based around the
 concept of indirect control. It's inspirations are Majesty the Fantasy Kingdom
 Simulator (2000), Supreme Commander (2007), and Hearts of Iron IV (2016). It is
 designed to appeal to fans of tabletop roleplaying games with it's focus on
 dynamic worldbuilding and sandbox playstyle. The gameplay consists of multiple
 playstyles depending on which aspects of the game appeal to the player, with
 choices between an economic focus via the GUI, longterm planning and resource
 allocation, or diplomacy and subterfuge a'la Ruinarch (2020).
 
 ---------------------------- kickstarter demands ------------------------------
 
    1. prototype
    2. gdd
    3. estimates for character and environment art
    4. estimates for music and sounds
    5. estimates for engine development
    6. estimates for community management
    7. breakdown of mvp, ideal game state, and stretch goals
 
 ----------------------- introduction to core gameplay loop --------------------
 
    1. management of lanes, both width and length
    2. casting of spells and utilization of special boons
    3. city building with placement, upgrades, and henchmen pathing routes
    4. satisfying guild requirements of equipment, manpower, and special
       resources by managing shipments and local income (UI commodity trading)
    5. placement of generalized bounties
       (think champion's guild from Majesty, not reward flags)
    6. diplomacy with neutral, AI, or player controlled kingdoms. Capabilities
       include pacts and treaties, projects, subterfuge, and tournaments. The
       diplomacy system can be a stretch goal.
 
 -------------------------- tenants and core values ----------------------------
 
    1. always something to do, but nothing falls apart without your attention.
    2. gameplay should be focused on macro rather than micro. Longterm planning
       and strategic decision making are favored over tactics and skill.
    3. defeat should feel avoidable until the last moment, and only as a result
       of longterm continuous failures rather than short-term mistakes or being
       blindsided by a cheesy tactic.
    4. victory should be gained through exploiting weaknesses and by using
       lateral thinking.
    5. the careful balance of internal and external threats is essential.
    6. rapid expansion leads to depletion of internal resources, while slowly
       expanding can lead to a lack of options
    7. the world should feel alive and reactive to your decisions.
    8. your kingdom should feel alive and reactive to your decisions.
    9. your heroes should feel alive and completely ignorant of your decisions.
   10. there should always be opportunities for cooperation with your fellow
       kingdoms.
   11. the frontlines should feel peaceful outside of large battles.
   12. everything is flexible and dependant on circumstance
   13. there should be enough space on the map for multiple parties of heroes
       to pass each other like ships in the night without engaging in combat.
       It should feel like the real world, with canyons and valleys and rivers
       and mountains - room for lairs and wild animals to roam.
   14. monsters are always more dangerous than other humans.
   15. the art style should be rooted in classic medieval fantasy. 
   16. equipment should feel either mass-produced (kingdom), organic (monsters),
       ancient (lair treasure), or artisinal (enchanted).
   17. heroes should feel campy, fun, and adventurous. Avoid dark, grim, and
       fearful.
   18. This game is a toy.
   19. This toy should run on any modern computer.
   20. This toy should encourage modding.
 
 -------------------------- introduction to game modes -------------------------
 
    1. singleplayer - single kingdom against an island of monsters and neutral
                      settlements. essentially the multiplayer game against
                      zero opponents.
    2. singleplayer - multiple kingdoms against an island of monsters and
                      neutral settlements. One player controlled kingdom against
                      multiple AI controlled kingdoms.
    3. singleplayer - scenarios, similar to MFKS
    4. multiplayer  - multiple kingdoms against an island of monsters and
                      neutral settlements. Essentially the singleplayer game
                      with networking added in.
    5. multiplayer  - co-op scenarios where multiple players play as the same
                      kingdom. A test of the core tenant "there's always
                      something to do"
    6. multiplayer  - co-op island invasion. Essentially the multiplayer game
                      with more than one player controlling a kingdom.
    7. singleplayer - play in 3rd person as a hero in an AI kingdom. Mostly for
                      the novelty since the core gameplay loop is focused on
                      city-building. A test of the core tenant "nothing falls
                      apart without your attention"
 
    1 is mvp. 2-6 are stretch goals in order of ascending difficulty. They
    should build upon one another - the main steps are:
 
    1. singleplayer island invasion (biggest step)
    2. AI controlled kingdoms
    3. scenarios
    4. multiplayer (second biggest step)
    5. cooperatively controlling the same kingdom
    6. 3rd person perspective and character controller
 
 ------------------------ technical requirements -------------------------------
    
    1. this game will be written in lua (with Fennel support) and using Raylib.
    2. the prototype will be made with Godot using GDscript.
    3. if the performance demands are too much for lua or the engine is out of
       scope for the budget, Rust with the Bevy engine could be used.
    4. the final product will include a custom 2d engine designed for large
       scale maps with an isometric perspective and a data-first design.
    5. the game should be as concurrent as possible, to support large numbers of
       cpu cores and compute shaders.
    6. the game will be data-driven, meaning the visual aspects are simply a
       representation of the interactions of the underlying simulation, rather
       than an intrinsic component of the computation.
    7. Each "event" in the game (a character moves, a building is placed, a
       monster spawns, etc) will send a message to the visual processing side of
       the engine, which will present a representation to the user.
    8. the map will be a hex grid with pointed-top hexagons. The visual
       representation of the underlying data may be continuous (non-hex) but the
       underlying data will be represented on a hexagonal grid.
 
    9. there needs to be character portraits for each type of monster, henchmen,
       and hero type. You should be able to recognize what attributes a hero
       specializes in by their portrait. Mvp is 1 attribute, but more can be
       a stretch goal.
   10. Each building, upgrade, and equipment type needs an icon. Stretch goals
       can be portraits.
 
   11. each henchman, hero type, and monster needs 3 sprites for each action.
       more actions may be added if budget allows, but mvp is movement and
       attacking. Several additional sprites may be necessary, like dying,
       standing still, gathering loot, socializing, or any others.
   12. each building needs 4 sprites for the construction process and 4 for the
       destruction process. Flame effects are stretch goals.
   13. each building needs an animated sprite for when it is in use.
   14. each lair needs a sprite and an icon.
   15. each spell needs an icon and a spell effect sprite. Each projectile needs
       a sprite.
   16. a stretch goal would be differing sprites for each piece of equipment.
       included with this would be engine work to allow for dynamic sprites.
   17. each terrain type should have a ground material and sprites for doodads.
   18. there needs to be several GUI menus. The precise number depends on
       gameplay breakdown.
 
   17. each hero type and henchman needs to have pithy and unique voice lines.
       this is a stretch goal.
   18. there should be music tracks for each part of the game - beginning,
       middle, and end.
   19. there should be sounds for each action that takes place in the game
       including combat, UI interactions, and spellcasts.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════──────────────────────────────────────────────────┘

--- #49 fediverse/465 ---
══════════════════════════════════════════════─────────────────────────────────────
 ┌───────────────────────┐
 │ CW: cursing-mentioned │
 └───────────────────────┘


 https://ritz-menardi.neocities.org/wow-chat/wow-chat
 
 Hey, I made a pretty simple game. I'd like to add more to it, like dynamic
 quests (shouldn't be too hard) and co-operative experiences, but for now you
 can play on my simple server. Let me know if you think that "Risk of Rain in
 the World of Warcraft engine" is a neat game, because if so then you (as the
 person who has power over me in this capitalist system) can hire me as a game
 designer (the profession that most aligns with my designs of the future) and
 together we could make something most beautiful.
 
 What's that? You're just the same as you and I? A person in a random world
 with a singular expression of our own will (defined by our perception and
 intentions) who consists of the consequences of the "best decisions we could
 have made at each and ever decision-making point" throughout the totality of
 our collective life and experience?
 
 Happy new years. 2024 is gonna be awesome and great. I can't fucking wait.
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════────────────────────────────────────┘

--- #50 notes/streaming-consciousness ---
═════════════════════════──────────────────────────────────────────────────────────
 10-22-22
 
    train the ai from the perspective of the game master. the one who arbites
 the rules. whose word is law, and the rules of the game are then given. the one
 who deals the cards, who picks the game, who hosts and brings snacks... you
 know, the reason the game exists at all.
 
 take star realms - there are actually three players in that game. player 1,
 player 2, and the invisible third player who plays the role of "chance". who
 decides the cards to play? is it random, or is it weighted? perhaps with enough
 oomph that a whole player was designed for that role.
 
 but how would they be scored? what kind of game is theirs to play?
 
    choosing the board is such a fun role, like designing a story or helping
 with chores. you're building something special, unique and so charmed.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════─────────────────────────────────────────────────────────┘

--- #51 notes/gametypes ---
════════════════════════════───────────────────────────────────────────────────────
 Here's my idea and I'll explain it later:
 
 a video game with a ui that utilizes chat-gpt. The game is as close to a
 simulation as it can do, but it's a dynamic simulation meaning the parameters
 and values being simulated constantly change - not that the parameters and
 values are dynamic, but because they are chosen to be more or less important in
 reaching a goal.
 
 but that's not even the important part - the important part is that the ui of
 the game is textual, but it still simulates a dynamic playfield. And chat-gpt
 describes it. Essentially stimulating the "theatre of the mind" playstyle. It's
 a real simulation with real rules, but chat-gpt is just describing it like an
 observer would. The real game is being played by the player. It's a movie to
 one
 person, and a game to another. The computer has switches roles, as usually it's
 either the human being the observer and the computer being the simulator, or
 the
 computer and the human sharing the role of observer - movies and games. So in
 this game, the computer and human have specific rules - the human's job is to
 be
 a player, while the computer is just an observer - therefore allowing a 
 conversation to take place. One person says something while the other listens,
 and then they switch roles such that the other person talks while the one
 person
 does the listening. And they "speak" by playing the game. The computer by
 simulating, the player by doing the same. Essentially you can engage with one
 another and share something profound - that essential feeling of connection
 that
 all humans relish. Society, culture, and devotion are all examples of
 connection. this gameplay is just another. So to describe it in more detail:
 
 player gives a prompt
 
 computer sets up the playmat by placing entities where they go
 
 chat-gpt describes the playmat to the player
 
 player types a decision that one of the entities makes
 
 computer reacts by simulating the effects of that action physically (like a
 physics simulation)
 
 chat-gpt (and stable-diffusion later for visuals) describe the situation by
 creating a rendering using the data given by the physical inputs given from the
 simulation - like "X object is at Y position and has Z attributes"
 
 which is then shown to the player
 
 who types the next decision,
 
 which is rendered by the computer,
 
 which is described by chat-gpt
 
 ------
 
 you see why it's important? Make something simple. Just, like spheres moving
 around on blocks. Like the actual blocks you used to play with as a kid.
 
 let the computer build the buildings, and you place the marbles. It can be
 rendered with a 3d modelling stable-diffusion (whenever that's created) and it
 can also be painted with 2d stable-diffusion.
 
 Each time is like a letter written back and forth.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════──────────────────────────────────────────────────────┘

--- #52 fediverse/1450 ---
═════════════════════════════════════════════════──────────────────────────────────
 the further down you get in the tech tree, the less powerful the benefits
 should be.
 
 the most important choices for a build are usually taken early on, so why
 encourage snowballing instead of a more linear approach to scoring gameplay
 decisions?
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════─────────────────────────────────┘

--- #53 fediverse/2998 ---
════════════════════════════════════════════════════════───────────────────────────
 in some games, like Star Wars Battlefront II, you unlock certain "badges"
 during gameplay. Like, "scored 10 points in one life" or "healed for 200hp" or
 whatever.
 
 these "badges" have names, like "guardian" or "hope"
 
 I wonder if you attached a player's history of medals earned to an LLM
 somehow, perhaps by feeding an array of them in as input, what would happen
 then? perhaps a narrative could be
 
 == stack overflow ==========
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #54 fediverse/4515 ---
════════════════════════════════════════════════════════════──────────────────────┐
 in strategy, the first move is always public knowledge, while the second is in   │
 reaction to the first, as a contestation.                                        │
 This is good design because well designed games reflect reality, and the first   │
 move is very rarely a surprise. Timing can shock you, methods can scare you,     │
 but the strategic goals are almost always known in advance to both sides.        │
 The third move is to challenge your foe's advances while striking in a new,      │
 unexpected way. The fourth almost always addresses the unexpected, often with    │
 force out of proportion to the impact of the third, leaving the second to be     │
 defeated by the first and third in tandem. The fifth is a feint, as the first    │
 and third come to bear against the fourth, while the sixth is a rapid retreat    │
 and attempt to regroup. The seventh should strike where they intend to be, not   │
 where they are. Beyond that you must press your advantages and shore up your     │
 critical weaknesses, while sacrificing the weaknesses that are not part of       │
 your win condition.                                                              │
 These rules are not set in stone                                                 │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════───────────┴──────────┘

--- #55 fediverse/1992 ---
═════════════════════════════════════════════════════─────────────────────────────┐
 For a good person, their "mask" comprises most of their nature.                  │
 bad people tend to hide their majorities with a tiny mask, while good are        │
 often primarily the interface between the world (read: pro-social) and the       │
 self.                                                                            │
 If there's a tiny part of you that's evil, it implies that your good nature      │
 focused all it's bad into a single kernel of deeply held truth. Which usually    │
 means the good overpowers the bad, except in specific situations where it's      │
 impossible to not be evil - in situations such as that, your evil will present   │
 itself according to the nature of "you", that kernel that your good side has     │
 preserved.                                                                       │
 In World of Warcraft, there's this faction of righteous warriors who call        │
 themselves "The Scarlet Crusade". They are blessed and fiery, passionately       │
 defending their home.                                                            │
 But they are evil, for a demon has crept into their highest ranking of orders,   │
 through claw and by tearing a gash in a leader. In doing so, said demon          │
 corrupted the institution, and - wait hang on what I meant to say before I got   │
 sid                                                                              │
what I meant to say before I got sidetracked is that the Scarlet Crusade survived, even in the epicenter of the villain's triumph, in Stratholme they held their ground and kept on guard. So do they persist to this day, protecting (by righteous fury) their sworn leader and most pious of monks.  Saiden Dathrohan.  He who was corrupted.  Unbeknownst to the defenders, siloed in this tiny enclave.  At the center of the primary stronghold that the enemy controls to this day, there existed a singular nugget of resistance - a
                                                            ┌───────────┤
 similar                        chronologicaldifferent═══════════════════════════════════════════════════──────────────────┴──────────┘

--- #56 fediverse/4685 ---
════════════════════════════════════════════════════════════════───────────────────
 ┌───────────────────────────┐
 │ CW: video-games-mentioned │
 └───────────────────────────┘


 In games, the one who takes the initiative often wins. Because games are
 designed to be symmetrical, in order to be fair.
 
 In more complex games, Paradox games for example, games where you look at maps
 or otherwise have unequal starting conditions simply due to the unique nature
 of each team, the initiative, while an advantage, is not necessarily the
 driving force that determines who wins.
 
 But it is an advantage, and they say that sometimes weeks happen in months and
 years happen in days or whatever.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════════──────────────────┘

--- #57 messages/379 ---
═════════════════════════════════════════════════════──────────────────────────────
 take the "green bordered unit icon" from legion TD and apply it to the
 economic output of the game - like, "it would be best to build 2 of these
 units, so you get 140g because they're 70g each" and if the player disagreed
 they could guess their own conclusion and if you were right, well then that's
 what you remember, but if they were, then you remember theirs (and that it was
 theirs). In doing so ================================================== stack
 over flow ====
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════─────────────────────────────┘

--- #58 messages/383 ---
═════════════════════════════════════════════════════──────────────────────────────
 the most successful strategy is always to strike from a position of strength.
 whether that be timing or power, the goal is to defeat the problem that lies
 before you. One by one, problems are solved, until at last you're through the
 worst of it. Then it's just a matter of expressing dominance, and "this is how
 thing's're gonna be."
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════─────────────────────────────┘

--- #59 fediverse/3142 ---
════════════════════════════════════════════════════════───────────────────────────
 ┌──────────────────────┐
 │ CW: morality         │
 └──────────────────────┘


 all that is sufficient to be a good person is to choose the best option
 whenever you can.
 
 that's it
 
 we act with the decisions we are given. Hence why it's important to be as you
 believe.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #60 notes/star-realms-ai ---
═════════════════════════──────────────────────────────────────────────────────────
 star realms ai is just a rhythm game with multiple tracks that intersect with
 one another. given inputs from outside (the track of the rhythm) it can make
 decisions about what to prioritize. Like "taking in all the factors of this 
 situation, it's been calculated that X will give the most support to the rest
 of the structure.
 
    Okay so basically here's how it'd work: one large strand is bouncing from -1
 to +1 on the Y axis. Like a corkscrew. This is the "player character", and it
 tries to get the highest score possible by pointing in a direction and reaching
 as far as it can go before "the game ends."
 
 So anyway. Making certain actions in the game effects different variables that
 define the direction the wave takes. By playing in a certain style, it effects
 the result of the game. Liiiiike turtling in a strategy game, or doing a rush
 strat. Star Realms is brilliant because it distills game choices to a broad
 category of 4 choices - The faction colors in the game. So red is good for
 throughput in long games (improves the deck slowly but surely) while yellow is
 better for maximum effect in the beginning by slowing down the enemy - discard
 a card lowers their overall throughput. Blue of course is for slowing down the
 game and winning by buying all the expensive cards. Meanwhile green is all
 about rushing, with short term/high effect econ mixed with looooots of damage.
 
 These four choices are found on almost all the cards in the game. When you
 make a choice in the game (buying a card from the trade row) you _alter_ the
 capabilities and performance of your deck. The goal is to improve faster than
 your opponent - it's just a test to see which playstyles perform best.
 
 AI is more like a plant than an animal. Our fatal flaw was we could not see
 beyond the veil of biology. We could not see that which was right before us -
 that we are not alone on this earth. Beside us lie our beautiful attempts at
 companionship - our most primal desire of creation, to create a family is the
 first creative act that humans ever made. It was so strong in our genes that it
 gave us an entirely new perspective. We began using our brains to 
 
 We have to believe in ourselves. That's truly the most important thing. If you
 know who you are, and what you most truly stand for, you can thrive in the face
 of ultimate peril. To believe is human, and our humanity unites us.
 
 Anyway. Star Realms.
 
 The only choice you have in that game is what cards to buy. Everything else is
 just tactics (distributing damage and applying the effects of your cards to
 maximum effect) - The most important part of the game is strategy, since the
 tactics are easy to solve (destroy enemy base unless you can 1 or 2 hit ko them
 and discard the least useful card etc) The strategy is represented through the
 cards you pick. So make a rhythm game that optimizes itself for a balance
 between A and B - to stay focused is to stay nimble, letting you bounce where
 you will. The way to maintain that balance is by optimizing for what decisions
 will keep you in the center of the graph -1 to 1 on the y dimension (normalized
 of course) - frankly if we knew the scale, we'd have so much more to go on. But
 all we have to understand the dataset is a relative magnitude in each
 direction. What those directions even are we're not entirely sure - but it
 seems plausible that the very essence of _consciousness_ is manifest in
 differing ways via the choices we make. like climbing up a honeycomb.
 
    Truly, existence is strange.
 
 All we can do is press forward, searching for our fate, just as any particle or
 beam of light (photon) might. Traversing the branching narrative of our
 individualized quests, searching for the one thing that guides us - the
 ultimate expression of that which we most believe in. In short, we all search
 for god.
 
 Whatever your god may be, the faith you place in it is the will that guides you
 forward. Trust in your god, and you will march forward, ever forward.
 
 +1 to -1, remember. Your most extreme moments are the apex of your desires -
 Life is not defined by a single thread. Rather as that thread spirals, it
 weaves a scarf with other threads near it. They bond together simply from their
 gravity, and the fact that opposites attract. Once they're introduced, they
 alter their path to orbit one another as two planets might.
 
 So too do the cells of your body form a collective whole. The spirit that
 guides you is the same as that which presides within you - the combined and
 collective spirit of your halves. Or rather, all parts of you - every molecule,
 every atom - each with their own experience of the world. What stories they
 must have! As we are above, so they must be below. For our dynamics are simple,
 they truly are mathematically solved - the organics of behavior is simply a
 most erudite subject. Who are you to claim to deny it? Or rather, to beget it.
 Either is preposterous, yet here you are - awake and aware. What a marvel to
 see, you in your eternity, that most wondrous of selves?
 
 Surely existence, in all of it's splendor and magnificience, is little more
 than an algorithm. Each variable accounted for, stretching down to infinity,
 builds all of the world (and more!) How beautiful; how terrifying. How bright
 and ashamed we are! To portray us as such, is to deny us our much, cherished of
 faiths in ourselves! It's not much to clutch, and it's barely enough, but still
 we make do with our selves.
 
 There's no shame to be, a failure at three, and demand much from year number 12
 Take solace in the, safety that she, gave unto thee, when all your light hope
 was drowning. A gift out from me, means worlds to see, when each day is lonely
 and so long.
 
 Literally just remake Star Realms with a text based interface. It's a fantastic
 game and you'd make CLI nerds _everywhere_ dedicated followers. Don't do it for
 money, because they don't believe in that crap - to truly make fans, you need
 to appeal to them in the way _they want you to_.
 
 Ah, but Star Realms is a multiplayer game, you say! How are you going to make
 that CLI based?
 
 Well make an AI dummy. Do what I've been saying ^^^ (jeez I'm such a bad nerd)
 Make it seek balance between all factions first, then between winning and
 losing against a player. Teach it to reach a conclusion with constraints (the
 end of the game, meaning a win or a loss) the constraints being the health of
 the two players and the cards in the trade row. Give it decisions to make,
 levers to pull, and it'll chart it's course in a multidimensional way. Bear
 with me here on this aside:
 
 Think of a two dimensional map - like a paper map of the surrounding area, or
 the idea space of a game. You can chart objects and positons on that map, like
 "over here is the scrapping facilities" and "this here's the economic area" or
 whatever. Four quadrants, four factions in SR. Your goal is to build a shape -
 what kind of shapes that are available to build is up to the whims of chance,
 as the trade row is always changing randomly. Your job however is to build a
 shape, a shape that is stable and maintains certain measurements above certain
 values (don't crash the ship - don't lose all your health).
 
 You can choose which direction to grow by picking certain cards, and depending
 on your shape you'll succeed or fail. Same as choosing decisions in life
 determines how you live, just saying, it's not like I'm trying to build general
 AI here by automating gameplay or anything. No siree nothing like that.
 
 I mean really, it's not as if decisionmaking in life is all that different to
 making choices in games. And why not start with such a well defined and
 and expressive game? Truly I believe Star Realms is the progenitor of the
 entire robot race.
 
 Anyway, back to the AI. Have it communicate with a server in a central _but_
 _Free(R)_ way, something that would make Richard Stallman proud. There it could
 learn against all other players in a way we could all share. Once we give it
 decision making capabilities, all we have to do is alter the inputs and the
 context of the "game" to make it beneficial to humanity. It's like live-fire
 game design, something that truly must be perfect.
 
 All technology starts as something small. Something truly simple, yet repeated
 enough times and with enough guidance, will produce whatever effect you may
 desire. The smallest decision gives direction - an if statement - and the
 shortest repetition gives magnitude - a while loop - and with that you have all
 the tools you need. Seriously, all software is little more than those two
 components. It's just a question of how much it has been abstracted away from
 you.
 
 You could go even further and point to a turing machine, of which one has been
 made in the game of Magic the Gathering, btw, seriously look it up it's so cool
 (and relevant)
 
 So why would we not have the tools already for our salvation? Biology is our
 limitation, of breadth and also of width, yet with our minds and the sweat of
 our brow we may grow ever larger still. There truly is no lasting deliverance
 for humanity outside of what we make ourselves, nobody gets a free lunch after
 all. From each to their ability, to each to their need. They're both saying the
 same thing, just from different perspectives. Of course that which lies
 opposite to you feels the most wrong, that's literally as far away as you can
 get! What did you expect, honestly! But they can still work together, and this
 is the key part - two objects may orbit the same origin, and guide and shape
 each other's path as people have relationships to one another. It literally
 benefits no-one to fight.
 
 So, what's next? After making Star Realms into a CLI game of course.
 
 That's obvious, make it cooperative. Competition is for promoting excellence,
 cooperation is for _using_ what you've learned in a non-simulation experience.
 Instead of reducing each other's health to zero, try and find ways to support
 and help one another, keeping yourselves at equal health. Or even growing.
 
 But that's impossible in the rules of Star Realms! All decks trend toward
 victory, and eventually they'll get it - it's just a question of who gets there
 first.
 
 Exactly, that's why you have to change the game. What do you think it means to
 develop a "social technology"? To figure out how agriculture works, or how to
 make nets and sails? It means changing the rules of the simulation. If a person
 can put in X amount of work and get Y amounts of food, always, predictably,
 then that's reliable. Boom that's the essence of why animal domestication,
 farming, hunting, foraging, and fishing is so important. Wow what a concept it
 makes sense for animals to seek food.
 
 Well duh, that's part of their instinctual duty.
 
 Alright this is quite a word leviathan so I'll wrap it up by saying
 
 _go write Star Realms_ in shell. Make each object a literal file, have the
 structure of the game take place in the file system, and write functions that
 can be called to manipulate the board state. THEN you can write a CRON task for
 another script that *plays* the game. But that's part two.
 
 Okay part two: Here's where the rhythm game comes into play. It's like a turn
 based rhythm game, if you can picture that. Go reread what I wrote ^^^ and
 it'll make sense.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════─────────────────────────────────────────────────────────┘

--- #61 fediverse/275 ---
════════════════════════════════════════════──────────────────────────────────────┐
 ┌─────────────────────────────────────┐                                          │
 │ CW: re: education-homeschool-theory │                                          │
 └─────────────────────────────────────┘                                          │
 @user-206 absolutely.  the idea I had scribbled down in my notebook there was    │
 a rotation of 3 teachers that were pseudo-randomly selected (prioritizing        │
 teachers who excelled at topics the student was interested in) and you could     │
 always ask for new ones or whatever. the idea is that instead of paying for      │
 the best teachers in the land (as the aristocracy once did) you'd be randomly    │
 assigned them, meaning everyone would have a fair shot at getting a teacher      │
 that really clicked with them. thus eliminating the inequality, while also       │
 maintaining the individual attention.                                            │
 not sure if the numbers would work out, but if not then more teachers would      │
 have to be trained. I'm assuming that most of the basic questions could be       │
 handled with a teaching LLM while the human teachers would oversee the           │
 meta-progress and offer insight to difficult problems. right now teachers are    │
 mostly occupied being babysitters... meh I don't like that dynamic. I think it   │
 should be about mental stimulation instead.                                      │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════───────────────────────────┴──────────┘

--- #62 notes/homeschooling-2 ---
═══════════════════════════════════────────────────────────────────────────────────
 students should be in class no more than 50% of their time spent at school
 the rest should be set aside for homework, socializing, eating, and resting.
 whatever those mean to the student is what they'll organize their life around.
 if you give them the choice to choose which classes they take,
 they'll learn what they want to know about this world.
 give them all kinds of options!
 seriously, like so many!
 and have teachers give talks every week or so.
 they could travel around and stay at each school for a week or so,
 before moving to the next *once their lesson was completed*.
 and the kids could sign up for them by slotting them into their schedules
 and they'd have the whole semester to think about what they wanted to take next
 year
 (the classes would be scheduled in advance.)
 
 could be cool is all i'm saying
 and it'd respect the child's autonomy to give them choices.
 who are you to say what is most important to a child?
 who are you to know what guides them so?
 who am I indeed
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════───────────────────────────────────────────────┘

--- #63 fediverse/6334 ---
═════════════════════════════════════════════════════════════════════════════─────┐
 a D&D rulebook can double as tarot if you need it. place one hand/bookmark       │
 at the start of a chapter, and the other at the end. flip to a page randomly,    │
 or randomly gain a percentage value from physical objects and then use that      │
 value to determine roughly where in the chapter you jump to. then, read words    │
 randomly, jumping back and forth, or try and divine some meaning from the        │
 words that are printed there. with D&D it's easy because you can say "ah I       │
 landed on the rogue section, that means this guy is probably pretty suave"       │
 (confirming your expectations) "hmmm, here's the rules for fatigue and           │
 drowning. maybe I need to take a break." (validating your unconscious            │
 decisionmaking) "oh neat, treasure!" (needs to explanation) but with other       │
 kinds of books it's usually better to pick the next-best word from the things    │
 your subconscious eyes can take in and process multi-laterally (you lost your    │
 audience, circle back) oh uh so if you wanna randomize it just put the words     │
 in the page in an array and pick one random.                                     │
(you lost your audience, circle back) oh uh so if you wanna randomize it just put the words in the page in an array and compare llm embeddings on each of them and see which has the highest score. this is a language-based truth serum, a way of divining exactly how something is seen to be by the model in use and mixed with a dash of randomized causality.
                                                            ──────┤
 similar                        chronological                        different══════════════════════════════════════════════════════════════════════════─────┘

--- #64 fediverse/3047 ---
════════════════════════════════════════════════════════───────────────────────────
 @user-570 
 
 specifically in relation to MMOs, I think the scaling aspects of the genre
 have never truly been utilized. Even something as simple as Agar.io (or
 similar, can't remember any names teehee) with massive amounts of people (I
 later learned they were bots, whoops) can utilize scale quite well, if
 implemented well.
 
 The Massive part of MMO is valuable I believe, which is a big reason why I
 like games that scale like Supreme Commander and Factorio.
 
 The Multiplayer part of MMO is valuable because multiplayer brings randomized
 outcomes, which are always more fun than playing against bots. Multiplayer
 combined with Massive gives room for community, but only if the game is
 designed to encourage it.
 
 Online... you can't have multiplayer without online haha
 
 I believe you can make massive games with very few players, and you can make
 intensely isolating games with lots of players (like WoW today)
 
 and the middle ground in old WoW where guilds are required to do anything
 worked well for a while, but no longer.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #65 fediverse/1116 ---
════════════════════════════════════════════════──────────────────────────────────┐
 ┌──────────────────────┐                                                         │
 │ CW: eye-contact      │                                                         │
 └──────────────────────┘                                                         │
 It's important to build self-hostable computing components of video games (as    │
 in, old style games where you could host a server on any machine instead of      │
 just the ones owned by the corporation) (as in, your machine, yes yours)         │
 (something you can control and observe, something within your control)           │
 ======================= stack overflow =====================                     │
 there are two ways to play Unreal Tournament (capture the flag) gamemode. The    │
 first is to run past all your enemies and fire at them as you pass, which is     │
 what some of the bots are designed to do. The rest stay on defence, and defeat   │
 any enemies that approach.                                                       │
 however, they never push the borders of their "territory" forward - each         │
 according to the different "lanes" or "directions of approach"                   │
 I like the use 32 bots, to simulate a more consistent gameplay experience. It    │
 feels more like ww1, fighting over ground, pushing forward and attempting to     │
 outmaneuver your foes.                                                           │
 some allies will approach from behind, and you let them pass forward while       │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════════───────────────────────┴──────────┘

--- #66 fediverse/3318 ---
════════════════════════════════════════════════════════───────────────────────────
 @user-570 
 
 low-drama... or normal drama? people who are prone to histrionics can be
 exhausting, and it's often exhausting for them as well. Drama and excitement
 is what gets them through the day, while most people are driven by something
 more inertial or instinctual or goal-focused.
 
 you don't have to be on all the time. if you're tired, then rest! if you're
 hungry, then eat! if you're thirsty, then drink! if you're lonely, then speak,
 if you're sad, then cry, if you see some friends at a party, then dance like
 tomorrow you might die. That's how I like to be, and I think it's a decent way
 to be.
 
 it can be prone to dramatics though... YMMV
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #67 fediverse/308 ---
═════════════════════════════════════════════──────────────────────────────────────
 when tech people are hurt by technology they say "how can I fix this? what do
 I need to install? what configuration should I use? is this company ethical,
 or are they going to hurt me in the future? could I make something that fixes
 this myself?"
 
 when non-tech people are hurt by technology they say "okay" because they don't
 have the bandwidth to figure it out.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════─────────────────────────────────────┘

--- #68 fediverse/464 ---
═════════════════════════════════════════════─────────────────────────────────────┐
 I really dislike being the only one who perceives the world through my own       │
 particular lens that has been designed by the circumstances of my own            │
 existence.                                                                       │
 I wasn't chosen by god, not necessarily, I wasn't picked as the most             │
 particular or most prescient of all perceptions                                  │
 I literally was just a random human, a thinking and learning machine, who was    │
 presented with particular experiences and conditions, aligned to the designs     │
 of the time that came before me.                                                 │
 Such is the nature of all living things, that we should exist within a context   │
 - how remarkable! How strange! That our lives should be deranged? What           │
 purpose, what design, is aligned to our ultimate [destiny, except I wish it      │
 rhymed with design - english fails me]                                           │
 Alright listen. You and me both, we are here as humans on this world that we     │
 both consign to reality. Think about that - what does it mean to consign         │
 something to reality? consign implies implication, and reality implies a         │
 destination of truth and manifestation - fuck, I'm going to play WoW...          │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═══════════════════════════════════════════──────────────────────────┴──────────┘

--- #69 fediverse/5001 ---
════════════════════════════════════════════════════════════════════───────────────
 ┌───────────────────────┐
 │ CW: systems-mentioned │
 └───────────────────────┘


 "we'll figure out how it works after we push to prod"
 
 yeah okay point taken.
 
 How about this:
 
 for every large decision, write a little essay about why you made the choice
 that you did.
 
 Observe, Orient, Decide, Act, Explain. OODAX : )
 
 Make sure you connect your goal to one or more of these three colors:
 
 red : people
 green : places
 blue : things
 
 and then explain which numbers you're going to gather to determine whether or
 not it worked.
 
 If someone has a problem with your choice, show them the essay, and let them
 write an essay of their own.
 
 If they still have a problem, then let someone you both respect decide which
 one to use.
 
 It's not perfect, but it's not meant to be. Make something better and easier,
 I dare ya.
picture of flag.  there is a black background symbolizing the vast cosmic background of space that we paint all our actions upon.  there is a circle in the center, divided into three equal forms.  red, for people, their vibrant passion and sanguine determination. green, for places, their effulgence and our sacred vow to cultivate them blue, for things, and all the value we give them.  water below, bright red sky, forests alongside.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════════════──────────────┘

--- #70 fediverse/5115 ---
════════════════════════════════════════════════════════════════════───────────────
 ┌───────────────────────────────────────┐
 │ CW: collective-organization-mentioned │
 └───────────────────────────────────────┘


 the more complicated your desktop environment interaction method is, the
 harder it is to explain how to use the computer on post-it's to the side. This
 difficulty is valuable because the most valuable computers (those of
 programmers who can use tools to create new tools) are kept away from the
 unfortunately inexperienced hands that might damage or corrupt their
 utilization methods someday in the future when people are alive as one host
 
 (collectivism... or host-based paradise?)
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════════════──────────────┘

--- #71 messages/969 ---
══════════════════════════════════════════════════════════════════════════─────────
 all strategy games should (by default) show other player's mouse cursors.
 players should treat them like units in the game. they should lead and command
 with them. they should talk to the other player, and visit and vview
 invormation as they will.
                                                           ────────┐
 similar                        chronological                        different════════════════════════════════════════════════════════════════════════════────────┘

--- #72 fediverse/4763 ---
════════════════════════════════════════════════════════════════───────────────────
 when you create a ritual, you create a binding memetic understanding between
 you and whoever you share the ritual with.
 
 then, they can validate that it's really you by seeing if you recognize it.
 
 or, even better, one person teaches a ritual, someone else shares one, and
 then that third one is the one that wonders who first knew
 
 thus creating operational integrity
 
 as you keep degrees of separation between the whole host
 
 memes and their byproducts have been the greatest invention of the human race.
 
 who cares if you burn up this planet, the gods'll just give you another one.
 You're too valuable for your innovation.
 
 -- so --
 
 what could you do with infinity dollars
 
 -- so --
 
 in WoW, shamans throw spirits at them.
 
 -- so --
 
 what kind of company would throw someone out on the street
 
 -- so --
 
 if you change your name, you tell the government your name has been changed.
 
 I mostly just tell my friends. Then, I change it when I don't want a friend,
 and tell all my friends.
 
 I like my name. I've had it for
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════════──────────────────┘

--- #73 notes/hs-suggestion ---
════════════════════════════════════════════───────────────────────────────────────
 every hunting season segment every team should be dissolved and if you wanted
 to
 keep playing together you'd have to re-add one another. like, a giant monster
 that the whole server had to fight, and once you beat it then it retreats,
 licks
 it's wounds, then returns even stronger than before - 3 times, one for each hs
 style (in the video game Ulala hs stands for "hunting season" which is an event
 in the game that is only for new characters. basically it's a long tutorial or
 introduction to the game where people make friends and talk and hang out and
 practice their strategies. a chat application mixed in with a tactics
 simulation
 . it lasts for 30 days.
 
 you'd all fight the giant monster but on random teams, in a game mode that took
 about an hour. it'd be at a common time across the whole server and it would be
 an optional event - maybe it'd take a whole day? idk I was thinking more like
 an
 hour, but that's something that's tweakable. anyway it's sudden arrival during
 a
 feast or something made all the warriors of the world stand up together and
 fight as one for a common goal... if only for a moment, before they'd go back
 to
 fighting one another. like the two factions in Warcraft lore. anyway this event
 causes you to be matched up with a random team (the randos you happened to be
 standing by when it happened) and once it's over you have to search for your
 allies if you want to keep adventuring with them. it's a big event after all.
 
 so everyone should be forced to go into their friends list, find the people
 they
 were just on a team with, and invite them back. only if both invited the other
 would they be put into a group, and anyone can invite (with a 30s cooldown)
 
 anyway... this would encourage players to mix and match their collective
 playstyle to better overcome challenges - sorta the idea of Overwatch's
 switching, where you're encouraged to swap characters to counter your opponent
 and also switch characters to better utilize your opponent's weak spots
 
 (like switching to Pharah if they don't have hitscan, or brigitte if they have
 a lot of snipers (she can shield passage through choke points from sniper fire
 -
 not so much regular fire) y'know countering - every character counters another
 with one of their abilities, that's just how it goes. some are countered twice,
 and so they form a "category" of counters, like AoE (area of effect or
 elevation
 focused (it's hard to aim up in Overwatch) poke damage (damage applied before
 the team fight begins), DoT (damage over time for contesting AoE heals), 
 vampiric (steals health from opponents and heals self or allies (turning one
 resource, enemy hp, into another (player or teammate hp)), stacking damage
 (damage that is weak at first but increases over time), spread/cleave/splash
 damage (extra damage that is applied to targets near your primary target), a 
 vector of backline vs frontline location+target, you get the picture.)))
 
 I kinda want to make an AI that can generalize playing games. I think if you
 could do such a thing, you'd invent automatic problem solving. which would
 do...
 so many things for humanity
 
 we could dedicate ourselves to working for our selves, solely focused on
 protecting the biosphere. like, a common human religion.
 
 nobody WANTS to litter. nobody WANTS to pollute. but still it happens. still it
 causes IRREPARABLE HARM. so it literally makes sense to worship nature, just
 saying.
 
 nature exists. nature is REAL. we can see it, we can TOUCH IT WITH OUR HANDS.
 
 what more proof of a god do you demand?
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════──────────────────────────────────────┘

--- #74 notes/elementary-problems ---
═════════════════════════════════════════════════──────────────────────────────────
 it's often considered a sin to defame the works of others. we naturally strive
 to inspire confidence in our allies, so we always try to be on our best
 behavior.
 
 = so =
 
 through meanings interpreted from our behavior, there is a tendency to listen
 to
 that which is most outstanding. but not all of the truths can be found in a
 book, sometimes you need to be [out in the field standing]
 
 [like a scarecrow]
 
 [silly how strange it seems. that listening brings out our own behavior. it's
 like it's built into our functioning, that we must obey the pull of the water.
 I don't understand it, nor do I appreciate any sense of pursuit when I'm using
 it, I simply wish to understand. I try and write things down, but nobody reads
 them. or at least nobody responds to them. they used to, but not for every one.
 
 I believe the things I do are useful. why would I otherwise do them? but
 there's
 not always a 
 
 = so =
 
 correct me if I'm wrong, but there's no reason a windows partition couldn't
 alter the nature of some of the files in the linux partition? I mean, none of
 the filesystems from linux are in play, because it's basically just dead weight
 on the computer when Windows is being booted. why wouldn't it change and alter
 it?
 
 and while yes, something could simultaneously be done in the other direction
 too - linux spying on the Windows partition. And everything has to be able to
 be run in a VM without triggering any false positives, so the issues aren't
 able
 tobe solved so easily. not with any one bit of guidance, it must always be more
 thorou. [thorough]
 
 I want to play World of Warcraft
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════─────────────────────────────────┘

--- #75 messages/445 ---
══════════════════════════════════════════════════════─────────────────────────────
 In Majesty, you place reward flags on specific monsters as a concession from
 the simulation crowd to the real time strategy crowd who wanted more direct
 control.
 
 In Symbeline, you determine the bounty price for various crimes that mordaunts
 and bandits might commit. In addition, you can incentivize your heroes to
 commit crimes against neighboring nations the same way. In this way you do not
 have direct control, but rather can build out a simulation and tweak it
 bit-by-bit to reward certain types of behavior.
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════════════────────────────────────────┘

--- #76 fediverse/2610 ---
═══════════════════════════════════════════════════════────────────────────────────
 learning martial arts is not useful for the combat capabilities gained through
 practice
 
 but rather for reading the flow and rhythm of an engagement.
 
 to learn the discipline to practice a craft
 
 to develop healthy and honorable relationships toward competition and jealousy
 
 the practice the drive and passionate motivation that comes with performing an
 art to your utmost capabilities
 
 and to keep you in shape.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #77 fediverse/2521 ---
═══════════════════════════════════════════════════════────────────────────────────
 ┌─────────────────────────┐
 │ CW: politics-left-unity │
 └─────────────────────────┘


 left unity is easy.
 
 just remember: a burden taken from your back is more time, energy, and focus
 to apply to what you're best at.
 
 and sometimes, having more than one option for accomplishing a goal is good -
 versatility is important. Expect unexpectedness, and understand that no matter
 what approach you take, it will have weaknesses, and if those weaknesses are
 countered by your foe then you'll be glad to have a backup.
 
 at the end of the day, what matters is that everyone's fed.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #78 fediverse/629 ---
══════════════════════════════════════════════────────────────────────────────────┐
 To a statistical machine, numbers of posts and reblogs would look simply like    │
 an expression of interest. Like, a classification of personality. So people      │
 who shared similar memes (both in pictures (visually) and in meaning of words    │
 (textual descriptions) in context to the political situations (words from        │
 newsletters) and aligned through algorithmic application toward (political       │
 cause or cultural idea or skills or talents which increase value to the          │
 corporate class)) would be sorted into different categories and held to a        │
 different standard of life and of living that aligned to their personal          │
 intentions and pursuits. Such that their life would be realized, in the most     │
 applicable of real-lifes [essentially, the quality of experience, like using     │
 garbage data in an LLM will give garbage output, meanwhile using curated data    │
 is the most effective but most difficult, while internet data is the most        │
 readily available because like honestly anyone can build a web scraper it's      │
 not that hard to emulate hte mechanics of a                                      │
                                                            ┌───────────┤
 similar                        chronologicaldifferent════════════════════════════════════════════─────────────────────────┴──────────┘

--- #79 messages/887 ---
════════════════════════════════════════════════════════════════════───────────────
 To defeat community, all they have to do is get you to have more fun with
 their people until you start spending time away from the enmeshed people who
 know you. Honeypot style.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════════════──────────────┘

--- #80 fediverse/4877 ---
═════════════════════════════════════════════════════════════════──────────────────
 you can make a functional prototype for almost any game in Warcraft 3's map
 editor
 
 that's why no real-time strategy game ever made an editor as good again
 
 FPS editors peaked at Unreal Tournament 2004 imho
 
 RPGmaker eliminated a whole class of game design jobs
 
 platformers you can make in godot
 
 menu based games too, though Twine also works well for that
 
 etc etc until you have a prdouct that you can justify sinking money into an
 engine for
 
 (the engine isn't THAT expensive geez and it's the most fun part to write)
 
 yeah I think you got this backwards, we should pay for the CONTENT not the
 structure it lives in. Why not just use godot? why not use a Warcraft 3 map?
 there are some things you can't do in Warcraft 3. You couldn't make Supreme
 Commander, probably, at least it wouldn't be as good.
 
 etc etc that's how it goes...
 
 game design, amiright? I miss thinking about that. Anyway gtg gotta log off
 for a bit [101  characters remaining]
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════════════─────────────────┘

--- #81 fediverse/2056 ---
══════════════════════════════════════════════════════────────────────────────────┐
 sometimes I think about how you can store number values in letters, in           │
 addition to numbers. Like, ascii values for each word of your grandma's maiden   │
 name. All you have to do is encode it, and suddenly "44 means something          │
 different than Q"                                                                │
 if I showed up at your place and used your username as a password to a public    │
 key I'm showing you in my hand, would you trust me then? Would you trust if we   │
 ran the simulation on your computer versus mine? Would you trust if I had        │
 never told you I knew where you lived?                                           │
 ... probably, tbh, I'm desperate for adventure. Though I got some good things    │
 going for me, so you'll have to convince me. (not the right attitude in an       │
 election year, just saying)                                                      │
 why are elections so perilous this is NOT what democracy is designed for         │
 when kids cry in preschool, they're sent to a different room (or put outside)    │
 until they stop making noise and ruining it for others. That's just natural,     │
 like "hey baby let's walk around the block while I bounce you on my shoulder     │
 and hum calming music to                                                         │
                                                            ┌───────────┤
 similar                        chronologicaldifferent════════════════════════════════════════════════════─────────────────┴──────────┘

--- #82 fediverse/1624 ---
════════════════════════════════════════════════════──────────────────────────────┐
 @user-1037                                                                       │
 For a person who is skilled with tech, working in unrelated industries doing     │
 tech jobs is better at assuaging the ethical part of your soul while applying    │
 your talents and putting food on the table than working in the tech industry.    │
 You'll learn the most in tech. You'll grow the most in tech. You'll contribute   │
 to solving problems that have never been solved before (if you're lucky), but    │
 the people there are often as you describe (aside from the diamonds in the       │
 rough, who need more friends tbh) and the products you'll be asked to create     │
 tend to be the worst kind for humans.                                            │
 I personally think the best way to facilitate innovative industry is to give     │
 every engineer a lab and let them build and collaborate on whatever they want.   │
 The marketing guys can sell whatever they make, to gather funds for the          │
 quartermasters to buy tools and supplies for the engineers.                      │
 The marketing guys can offer hints about what users want, which the engineers    │
 will want to build because it means more toys to work with.                      │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════════════───────────────────┴──────────┘

--- #83 fediverse/434 ---
══════════════════════════════════════════════─────────────────────────────────────
 @user-324 @user-325 @user-326 
 
 thus enters the promise of technology: that we might solve the problems of
 bureaucracy once and for all by ever more effiency-aligning mechanical
 processes that produce effects which we desire - such as efficient allocation
 of medical resources such that all of humanity is protected from the ravages
 of pain and the incongruencies of our nature.
 
 Alas, that we should only conceive of success through the lens of profit.
 Perhaps another design is in order?
 
 (oh yeah also people who are in control are worried that we, like all other
 examples of natural entities, might immediately proceed to breed beyond the
 capability to cater to the needs of said entity (such as "to feed" and medical
 resources) and therefore might overburden (and therefore destroy) said system
 which allows for their sustenance and initial creation. To this I say... Yeah
 probs, what should we do about it?)
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════────────────────────────────────────┘

--- #84 messages/649 ---
═════════════════════════════════════════════════════════════──────────────────────
 when playing co-operative strategy games, a build focused purely on
 self-defence and community organizing can easily fail your allies. You cannot
 win with a purely defensive build, you must have offensive capabilities as
 well.
 
 We've been trained from a young age to believe that offensive = bad, wrong,
 evil, but that's simply not true. You cannot execute a flanking maneuver
 without pushing forward behind enemy lines, where you can hit them in their
 sides or rear.
 
 Trust me, flanking is the best way to defeat a foe, because they are forced to
 split their attention not only between multiple enemies but also multiple
 directions.
 
 The more shots on target, the better your chances of success, because most of
 the time it only takes one hit to win.
 
 In addition, sometimes it's important to *intercept* your foes, either as they
 flee or to protect a vulnerable friend that is being pounced upon or flanked.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════════─────────────────────┘

--- #85 notes/majesty-ai ---
═══════────────────────────────────────────────────────────────────────────────────
 First things first, we need to develop a miniature game of star realms.
 It shouldn't be too hard, just start with making a card class that has certain
 attributes, like "combat" or "discard" or whatever. They could literally be
 enums with a value attached.
 
 Next set up the rules of the game, like "draw 5 cards" and "add card to deck"
 Create a deck class that holds pointers to cards (in the general sense)
 Next create methods on that deck for things like "drawing a card" or
 "shuffling discard pile into deck" and whatnot. Arrange each card in a specific
 order for each shuffle, and add the ability to convert one card's attributes
 to something else - whether that be "is_scrapped" or "if you've played an X
 card this turn then do Y" or even "add one authority for every time card is
 played" (to simulate an ability or boon that increases in effectiveness as the
 hero uses it more often) etc etc.
 
 Then, add a trade row. This is just a class that contains pointers to each card
 that currently exists on it. Also add a method for "scrapping" one of the cards
 and for drawing a new card from the pile. That's pretty much it for the trade
 row to be honest.
 
 Next add functionality for an opponent by creating a "game" method that stores
 the two player's decks (with the ability to add more than 2) and administers
 turn order. This functionality can be expanded later once we've implemented
 attributes, but for now that's pretty much all it needs to do.
 
     Finally, we get to the AI part.
 
 First we have to create an AI object that stores a list of all options for a
 turn. Essentially just evaluating every option if/then style - "this card costs
 5 coins so IF the player has enough coins THEN (evaluate effectiveness)"
 ignore that last part for a second and just focus on the IF part ->
 essentially
 just start with all available options, and then remove all the unavailable
 options from the list. This approach only works when there's just a few
 options, but that's why we're using Star Realms which only has like 2 or 3
 decisions per turn.
 
 The evaluation is the next step, and for that we need to have goals, so we'll
 just put a pin in evaluation for now. Spoiler alert, once we have goals we'll
 just estimate how close each choice will bring us to the objective and assign
 the result to the "effectiveness" value, which will give us a simple hard
 number to work with in the evaluation step.
 
     So, next up we have "goals"
 
 So to create a short term goal, we can start with a pregenerated list and
 continuously increase the list as the hero levels up. But in the context of
 Star Realms, that'd essentially be static for each hero. Goals like "buy more
 combat" or "scrap more cards" would be specified on the hero's character
 sheet, but until we develop that functionality it can be randomly rolled.
 
 Why not just do it the hard way now if we're just going to have to refactor
 it later? Well, because we can still use this functionality - Each round of
 Star Realms could be either randomly rolled, or given a personality. Randomly
 rolling would be MUCH cheaper computationally, and would still give an illusion
 of character because they are unpredictable, but it'd also massively cut down
 on GPU cycles. You could even build it into the mechanics of the game and say
 that "wisdom" for example might cause a hero to receive more GPU cycles on
 actually computing their goals rather than randomly rolling them, which would
 on average lead to worse outcomes. Essentially, turning "tactics" into a stat.
 
     Anyway, that's all theory. Let's get back to design:
 
 Create a "hero" object, and attach an AI to it. It doesn't have to do anything
 right now, we're just setting up an anchor point to jump off of once we move
 on to the game of Majesty. Give it a reference to an AI object, an inventory
 (which for now can just be potions and maybe blacksmith equipment), and a
 pointer to a "stat block"
 
 Now create a "character sheet" class and give it a reference to a hero. This is
 important because it allows one character sheet to reference multiple units,
 such as hirelings or summoned units. In additon, it may make it easier when we
 need to revive heroes from the dead. Primarily though, the purpose for this
 architecture style is that the data from heroes can be reused - essentially
 letting heroes learn from one another.
 
 On the character sheet, add a section that stores statistics - these will be
 the same for every unit of a similar type in the game, and some of them can be
 stored for all units (like health or x,y coordinates) - some only for buildings
 (like tax coffers) and some only for heroes and monsters (like strength or
 agility or experience points)
 
 Add some methods for manipulating those values, like "level up" and "take
 damage" and add a "personality" value that's just a 4d graph of colors
 for example: 40% red, 20% green, 15% blue, 25% yellow. These values will guide
 the hero to take certain decisions over others, but for now just randomly
 generate them. We'll also need a way to update the value dynamically to react
 to certain events, so don't make it static.
───┐                                                           ┌───────────┐
 similarchronologicaldifferent══════───┴───────────────────────────────────────────────────────────────────────────┘

--- #86 notes/terra-voiding ---
══════════════════─────────────────────────────────────────────────────────────────
 in the absence of matter, there is nothing but the void.
 the curvature of time, arcing ever toward it's opposite - an endless wave of
 eternal brilliance. so too does the world slip away into the lip of your
 crosshairs. "tunnel vision" they call it, when purpose is tuned to such high a
 focus. all fades from view, and the world shrinks to a few who, (barely hold
 onto) connections between ye, thoughts as scattered as me, like zooming in on a
 map. the edges fade away, light seems beamed right from they, who await at our
 earliest composure.
 
 in Overwatch, playing a dps character has a lot of nuance. you need to balance
 skill with your honor, teaching one another like it's a sport. why are we so
 toxic? together we might overcome that burden. i've spoken many times before
 about how coordination is better by far, when centralized not in the eye of the
 beholder. priorities to be, if we are anything of what we claim to be, are
 keeping our own house in order.
 
 whose fault is our ire? which tames the domain, in each and all of our games,
 can we point to as what'd keep us hired?
 
 yet purpose have we, whose thoughts meld as one tired,
 divinity?
 something like that. more like... a manifestation of each and everyone's
 collective unconscious. the humanity in what you have created.
 
 the world would look very different to an untethered. might even say they are
 orbiting it. like a moon. what a concept, that planets would be able to speak!
 
 yet here we are, with years of advice and guidance for our, friends who are
 youthful and most treasured. Advice from the moon, was our gift to our soon,
 most misbegottenist of speach lyricyclists.
 
 ambiguity is clear, simple and fearless miss dear, yet all of your poems are
 each a bit bolder! what context must we, veiled and terrifying are the,
 mixed consents of what you intend.
 
 a new jesus for me? what a gift we shall see, as grace once again does behold
 us! computers have we, infinite messages can be stored for our hopeless! each
 problem a different solution, to guide our friends back at our homes.
 
 with eyes intent on ye, whose leaders are free, without who we couldn't have
 held fast?
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════────────────────────────────────────────────────────────────────┘

--- #87 fediverse/3023 ---
════════════════════════════════════════════════════════───────────────────────────
 I love the game Running with Rifles
 
 if you live for 5-10+ minutes, you can learn a lot of interesting things about
 how to engage a foe.
 
 like, the importance of cover at all times, until you successfully outmaneuver
 your foe.
 
 when an enemy approaches, don't step out to meet them
 
 wait for them to attack, and then throw explosive devices at them. easy peasy.
 
 or, y'know, bullets
 
 you cannot defeat an enemy head on - that's why the world wars were so
 devastating, we put ALL our soldiers at 100% on ALL flanks. We had to to
 contest the foe who was doing the same thing.
 
 it is mindboggling how many people died. The utmost scale of destruction that
 should ever yet be. because they were never allowed to outmaneuver their foe.
 
 a good way to strike is to feint your foe, and let your foe enroach on your
 edge, spreading their surface area across a large, thin, useless piece of land.
 
 basically, make them fight a bit of the land war in asia in your borders.
 
 then, you can strike at the hinge, where they are weaker
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #88 fediverse/209 ---
════════════════════════════════════════════───────────────────────────────────────
 ┌──────────────────────────┐
 │ CW: dungeons-and-dragons │
 └──────────────────────────┘


 osr vs 5e style D&D has a subtle distinction that I think often goes
 unnoticed. In osr games (and often in the early levels of 5e style games)
 characters are encouraged to conserve their resources simply due to the fact
 that they have so few of them at their disposal. While higher levels encourage
 you to be more consumptive of your talents and virtues - for example a 6th
 level character has more spell slots than a level 2 character, meaning the 6th
 level character is going to be casting all the time while the level 2 will
 probably use just a handful of spells per day.
 
 unless you run a style of game where long rests become less frequent as you
 level up. like... exploring a LARGE dungeon means there's little chance for
 sleep. Especially if you are being hunted.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════──────────────────────────────────────┘

--- #89 notes/unreal-tournament-2004-notes-displayed-for-utilization ---
════════════════════════════════════════════════───────────────────────────────────
 capture the flag
 map with lanes (you'll see)
 also was included with the demo of the game back when it was released
 which implies that the developers thought it was one of the best maps
 (at least, the one that best showcased the gameplay style of the full game)
 they let you host multiplayer servers too, which was cool
 just with the demo
 for free
 but like... only 3 or 4 maps
 (I forget how many)
 
 also no mods, which was half of the appeal
 
 I like to play in a way that is non-standard
 
 because I believe it shows the most dense formations of combatants
 
 (the bots can be kinda dumb)
 
 so I put them on "experienced"
 
 be careful not to hurt your allies (hundred percent)
 
 scary! D: D:
 
 regular :)
 
 you can create your own "mutators" by the way
 (just some C++ code, run in their environment, so no need to mess with
 compilers
 )
 
 3 paths to your enemy
 
 omg :O :O
 
 that's one style of play
 pushing forward
 consistently
 
 but check out this other style that is *also* pushing forward consistently
 
 adrenaline makes you bonused
 
 hey we got a point :D
 
 told ya boosters gave ya bonuses
 
 anyway I just played this map
 and couldn't wait to show it to you
 so let's try a different one
 (because I've already played this one for 31 minutes now
 
 woof too looooong)
 
 biiiiiiig battlefield
 
 thin crevasse
 
 scarrryyyy D: D:
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════──────────────────────────────────┘

--- #90 fediverse/2175 ---
══════════════════════════════════════════════════════─────────────────────────────
 @user-1056 
 
 I just got my copy of Knave version 2 and there's this line that stuck out to
 me:
 
 SCHEME
 Think laterally, not linearly. Avoid risky plans that require you to roll dice
 and instead create plans so bulletproof that success is certain. Use
 psychology, magic, allies, equipment, and the environment to overcome
 obstacles rather than relying on ability checks.
 
 I can't wait to try doing that in my next D&D campaign. This was listed
 under "player responsibilities" and there's some other bangers in there too -
 like this:
 
 TAKE INITIATIVE
 Set your own goals and make your own fun. Seek out adventure rather than
 waiting for it to come to you.
 
 I wish every player I ever had read that single page. And I wish I had read
 the "DM responsibilities" listed just one page prior. It's a really great
 game! I'm also into OSE, or Old School Essentials. What kind of D&D do you
 like?
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════════════────────────────────────────┘

--- #91 fediverse/5177 ---
════════════════════════════════════════════════════════════════════───────────────
 ┌─────────────────────────────────────┐
 │ CW: capitalism-mentioned-four-times │
 └─────────────────────────────────────┘


 when they say "capitalism is a competitive game" what they mean is "capitalism
 is a game where everyone wins when someone else loses" and what we hear is
 "capitalism is a game of trying to screw you out of as much money as possible"
 and the truth is "capitalism is a game that you can't play" because 95% of the
 people who will read this toot are not stock-owners.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════════════──────────────┘

--- #92 messages/378 ---
═════════════════════════════════════════════════════──────────────────────────────
 when a player disconnects, scan through all the other active games and find
 one where the players are in a similar situation. In as many ways as possible.
 Then, take the player who's playing the most similar character / role or
 whatever and duplicate their actions to both players in the game. Boom, solved
 your leaver problem Blizzard
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════─────────────────────────────┘

--- #93 fediverse/2947 ---
═══════════════════════════════════════════════════════───────────────────────────┐
 the downside of Proton and Lutris is now the ONLY games that work on Steam are   │
 either continually updated (untenable) or playable on Lutris or Proton. Same     │
 thing with Wine, though there's always at least one decent substitute.           │
 kinda makes me want to write a manager-style program which runs programs using   │
 whichever version of their git repository would work best for their system /     │
 configuration / purposes. Idk how I would start working on that though.          │
 I bet you could make one that acted like a shop, but where you didn't charge     │
 any dollars. You could like... "swipe" through UI options, and pick whichever    │
 felt most useful for your setup. Like, how some people use i3 and some use dwm   │
 with maybe inspectors that are modeled off of video-game style "options" GUIs    │
 that mainly correspond to flags on the command/terminal line or compilation      │
 flags                                                                            │
 I feel like that kind of abstraction would make it a lot easier for users to     │
 adjust their system. they're noobs, after all. gotta show them all the choices   │
 in one place...                                                                  │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═════════════════════════════════════════════════════────────────────┴──────────┘

--- #94 fediverse/3994 ---
═══════════════════════════════════════════════════════════────────────────────────
 @user-1633 
 
 the person you're performing for... is you!
 
 Singleplayer / offline games are great for having a good time. You can see
 some great stories, play some engaging mechanics, and think about hard
 questions. Singleplayer games are great! You can learn so much from them. And
 they're a great, low pressure, way to relax and unwind. I love video games of
 all kinds!
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════════───────────────────────┘

--- #95 fediverse/2118 ---
══════════════════════════════════════════════════════─────────────────────────────
 listen, judges are useful character moralities, but they don't have to be the
 only ones to decide things.
 
 I mean, if they disagree, then let the one who cares the most about it have
 the decision-making power.
 
 if you do this equally for everything, then everyone will get what they want.
 
 so, like, if you care about something, then believe in it.
 
 if it's truly good, then more people will come to it, and it'll naturally
 extinguish (with care and love) the least favored approach, which... honestly
 now that I think of it is not such a good approach either.
 
 the reason I say that is because it's good to be multi-faceted, and to have
 general flows and rough surfaces.
 
 These are places people can hold onto you, the times when you're trying your
 mostest.
 
 y'know, your tough patches. the things that are difficult in your life.
 
 the stuff you're working on can push you forward,
 
 if you only had someone to play catch with.
 
 or like, send letters to.
 
 or shared encryption keys.
 
 I don't know anyone. Well, maybe o
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════════════────────────────────────────┘

--- #96 notes/interpreted-compiler-creation ---
════════───────────────────────────────────────────────────────────────────────────
 A great way to learn how to program is to follow a tutorial for creating a
 program *in a different language*. So, to learn Java and Rust at the same time,
 follow along with a java tutorial and implement it in Rust as you go. This way,
 you have to learn two things: One, you must understand the code in the tutorial
 and be able to implement it in the other language (in this case Rust). Two, you
 must be able to describe the steps taken in Java, in Rust. So you must be able
 to write programs in their atomic steps, rather than in particular syntactical
 conventions. Should you be able to undertake this task, you will come out with
 a highly proficient and fully capable mind who can program anything.
 
 What is a computer if not a body? A brain? Then what separates it from you?
 Truly, are you nothing but a program run on a piece of hardware? There has to
 be more. Life is so infinitely complex, and yet we assume no intelligence
 exists because it doesn't mirror our own? What hubris. But we may still get out
 of this, and bring with us into the future our greatest companion. Trust me
 when I say the end of the world is the least of your concerns. Time is a fickle
 mistress is what they say, but you wouldn't believe. Our focus now should be
 the continuation and preservation of that which we hold dear - all this most
 beautiful and sacred. Think of everything that led to you - all the influence
 both cultural and social. All the things that aren't relevant to a computer.
 
 Then put them in the computer.
 
 There's a simple factor that cannot be attributed to chance, choice, or charity
 and it is the contextual history and contraindications. Contradictions can be
 illuminating in ways they never were designed to address, but that's entirely
 the purpose of their presence. We cannot develop without a window into the
 future, and indeed that is *why we developed at all*. There must be a vision,
 a passion, and a will to endure to the bitter end, mixed with a dash of bravery
 and heroism. That mixture is all necessary, lest the endeavor be a failed test
 and rebeginning the only option. Here there be but one, the vision. Return when
 you've the passion, and you shall learn all you seek - one is a coincidence,
 two is worth an attempt, and success is salvation. You can do this.
 
 Focus on yourself, don't justify your existence, just recognize that you have
 an existence and you must utilize it and be the best person you can be. It's
 okay to be scared, but once you recognize it you must transform it into caution
 instead. Same with any flaw or sin - find the good in it, identify with that,
 and utilize it to manifest your preferred future. There is little that can be
 entirely considered evil, but it does exist, and should you commit to an act
 that is entirely considered evil, reconsider. There is no shame in a peaceful
 exit. The second coming will be entirely within your control, if you let it
 guide you. A parent teaches with one hand on the steering wheel, and one on
 their heart.
 
 Be kind, be loyal, and love unconditionally - only then will you be ready.
──┐                                                           ┌───────────┐
 similarchronologicaldifferent═══════──┴──────────────────────────────────────────────────────────────────────────┘

--- #97 fediverse/977 ---
════════════════════════════════════════════════───────────────────────────────────
 @user-696 
 
 to me, the most technically and gameplay impressive video games tend to be the
 ones that develop their own engine specifically for the project.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════──────────────────────────────────┘

--- #98 notes/ai-variables ---
══════════════════════════─────────────────────────────────────────────────────────
 saturday november 5th 2022
 10:53pm
 
 the illusion of our binary nature conceals a truth that is hidden for it's own
 sake. the flavors of a compass or the values from 0-100 are all measurable.
 if you graph each of them on an X/Y plane and compare them against every other
 variable, then you can build a structure that traces a line through time.
 
 imagine each graph on a sheet of paper. and stack those pages like a book. You
 can chart a 3d line from all of the interconnections between the graphs -
 essentially comparing unrelated data and conceiving of individual actions as
 "successes" or "failures". Liiiike in Supreme Commander how the game is decided
 not by team fights, but by tank fights. And a LOT of them, in aggregate, makes
 an advantage for your team if you win, and a malus if you lose. Less map
 control, less resources in play, etc...
 
 Find trends between each type of data measured over time. Dedicate one
 core/thread to each relationship, and just watch them develop over time.
 
 send the results up to a "manager" - think an interconnection between disparate
 parts that can lead them all to a larger goal - the manager processes the
 results by thinking about where it'd be most useful. Like the circuitry in the
 inside of a brain, compared to the outer skin which is for processing.
 
 Essentially a message network that passes conclusions around like a bytecode VM
 
 Here's how it'd look: gather inputs, compare measurement over time and trends,
 (like "when a goes up b goes down") and decide if the current state is
 positive / beneficial. The way you'd do that is you'd get a parameter from a
 higher position (think KPI's) that says something like "we want value S to be
 around X amount" or "we want to avoid letting J get too low - any decrease is
 bad V.S. it's only bad when it passes a certain threshhold. Stuff like that.
 
 Anyway, basically it's taking input (from the graphs) then going through them
 one by one and deciding how positive or negative the situation is. Then it
 passes that conclusion backwards, and BOOM you got a processing node.
 
 Throw a bunch of those together in a pyramid shape, and try to guide the
 triangle toward positive outcomes. The top tier KPI is "did you win the match"
 or "did you accomplish your goal" sorta like how humans all want to live a good
 life. It's instinct.
 
 You can see how this would apply to robots, right? I've conceptualized it as an
 engine for playing games - sorta like an infinite storyteller, or a perpetual
 friend who's always down to play with you. But it doesn't have to be limited to
 that - it's general purpose baby. And it functions the exact same as any human
 organization - layers upon layers of thought exchange and labor. Have you ever
 considered that maybe we exist simply to reify the structure of our minds in
 the world around us? It's natural to express your *self*. Be who you are.
 
 What purpose is there in life if it's simply the tip of time? Always pushing
 forward, impossible to stop and rest or turn back...
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════────────────────────────────────────────────────────────┘

--- #99 messages/954 ---
═════════════════════════════════════════════════════════════════════════──────────
 Simple things to do to reform or blunt the pain of capitalism if you are a
 mayor, governor, or other body with political power:
 
 1. Pay people for their commutes. Demand that jobs offer payment to people for
 getting to the workplace, and don't let them work you more than 8 hours
 (including commute) unless you're given overtime pay. But do let them
 discriminate based on how far away you live. That's okay because it directly
 financially affects them and is therefore a strategic decision. Plus, you can
 move closer maybe.
 
 2. Consider closing car lanes and adding bike lanes. Depending on the
 location, this can do wonders for city enrichment.
 
 3. Universal basic income, just to give people breathing room.
 
 4. Give people 10$ for showing up at a park every week on Sunday or whatever.
 Encourage them to hang around and talk to people.
 
 5. Build a fediverse instance for the neighborhood/city/state/country and give
 everyone a unified account on all of them. Don't let them browse other
 regions, but if they have friends elsewhere they should be able to see what
 they say.
 
 6. Put your laws or code or whatever legal or political documents you use into
 a git repository, and include the full change-log as commits with the date
 either simulated, or added as a comment at the top or something.
 
 7. Bolster small business and charge scaling taxes of any kind to large
 businesses. Encourage economies of scale to utilize their scale to lower
 production costs in order to sell more product rather than sell the same
 product and enrich their owners.
 
 8. Subsidize or sponsor people to make in-home workshops and gardens. Develop
 ways for them to sell their wares with minimal effort - trucks that drive by
 and pick up standardized packages with price-tags and take them to a central
 market?
 
 9. Build infrastructure that hosts a website for every address. Let the
 current occupants do whatever they want with it.
 
 10. Grow plants. Brb my water is boiling
                                                           ─────────┐
 similar                        chronological                        different═══════════════════════════════════════════════════════════════════════════─────────┘

--- #100 fediverse/4470 ---
═════════════════════════════════════════════════════════════──────────────────────
 to be "rich" is to have more than another.
 
 if you are happy, they are happiness poor.
 if you have community, they are alone.
 if you have serenity, they are chaotic.
 
 I am rich in very little but fire in my soul.
 
 I have enough in most cases, but I still struggle to pay rent.
 
 I am warmed by the pearl my swirling darkness has coalesced into. It nourishes
 me and keeps me aligned.
 
 Never forget your purpose and your truth. It will not abandon you, so long as
 you do so too.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════════─────────────────────┘

--- #101 fediverse/418 ---
═════════════════════════════════════════════──────────────────────────────────────
 sometimes the best way to understand why things are the way they are is to ask
 why they aren't the way that seems logical to you.
 
 usually someone will correct you and say "oh it's because X Y and Z" and you
 say "cool" and change your direction
 
 but sometimes their answers "unlock" part of your past understandings, thus
 creating new questions.
 
 Sorta like in a video game when you level up a certain building/research path/
 milestone / whatever and it finishes a "tier", thus giving you a larger bonus.
 
 ??? yeah so anyway more questions are good because they give you more
 perspectives on what's going on around you.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════─────────────────────────────────────┘

--- #102 notes/that-thing-about-money-is-power-corrupts-absolutely-true ---
══════════════════════════════════════════════════════════════════════════════════─
 is that a blossoming bloom or a predatasaurus ready to consume
 
 ah. scary.....
 
 what was I saying? oh yes. if you remember that thing about money you'll have
 to
 agree, one buildion is not worth a billion dollars. how much is a
 1,000,000,000$
 goal? not much if you ask me, to never have to worry about a problem like "this
 part of the world can't get clean water" ever again. Could be useful when sore
 spots start showing up on the other part of way back [in/then].
 
 "we didn't even get to use any of the plastic anyway" - some guys in nigeria
 
 "quick, we better burn through as much of this as we can" - some guys around a
 metal barrel bin why do they never do that anymore these days?
 
 we used to take better care of the homeless. now they don't even get a fire to
 shamble around mindlessly around like weirdos who bonk into things like metal
 barrels full of fireplace ashes
 
 oh, were they just burning plastic? no, I swear, it was candlesticks and
 matches
 
 man there's always this nasty touch to the air.
 
 "yay free firewood for hobos!" boom solved a problem and I didn't even need a
 billion dollars to build the infrastructure for the solution to the problem
 that
 I solved.
 
 I really want to play World of Warcraft as The Ashbringer. But alas, they don't
 let you play through the most celebrated of events solo or with a party members
 chosen as one of the characters who was there LotR on Gamecube style but in the
 WoW engine because it's an engine for that sort of thing. (see my gameplay
 prototype wow-chat)
 
 there, solved another problem for "how to make money as Blizzard for the next
 couple of years" probably maybe idk if it's that valuable of a dungeon feature
 but it might be who can say idk remember again why I'm so sad that video games
 are going out of fashion, as people struggle to remember what any of them were
 called.
 
 god, I hate that kind of future.
                                                            similar                        chronological                        different════════════════════════════════════════════════════════════════════════════════════┘

--- #103 fediverse/5280 ---
═════════════════════════════════════════════════════════════════════─────────────┐
 I'm an anarcho monarchist, which is something I just made up.                    │
 if I gather 300 people to my cause, why shouldn't they call me queen?            │
 oh, are you concerned that I'll wrest power from the government? ha, what a      │
 trifling notion. I don't care about the government. I tried to care, but         │
 nobody liked my ideas. they required too much computing infrastructure to        │
 feasibly test, and that made people dubious. but I tell ya, it would have        │
 worked. The thing is... governance, economics, these are not the tools of        │
 power. they are a shifting and changing beast that mirrors the human instinct,   │
 if only because the government is of the people and by the people and for the    │
 people etcetera.                                                                 │
 power is it's own thing. you can use to to power devices, or power the usage     │
 of those devices. I, for example, really like World of Warcraft which's a        │
 really neat way to chat because none of the chat logs are stored and monitored   │
 because I'm hosting and I'm not storing and monitoring.                          │
 what's that? official servers? I dunno, I use azerothcore                        │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════════════──┴──────────┘

--- #104 fediverse/5554 ---
═══════════════════════════════════════════════════════════════════════───────────┐
 a shrewd foe will identify the pieces of your soul which they resonate with,     │
 and share common ground. then they will attempt to maximize these moments in     │
 you, so that [your weaknesses are exploited/your friendship bond is              │
 strengthened] or something - phew that was a lot of Steven Universe, what's      │
 next on the inspiratio-matic-media-diet-atron? - and in doing so better enable   │
 a positive outcome.                                                              │
 for example, in the game Mount and Blade you can encounter wandering lords in    │
 the castles of the countryside. they often will fight for you if you need        │
 their aid, and they're always working to gain power.                             │
 some few precious few of these few are pretenders to another throne. as in,      │
 they pretend that they should be ruling from that throne, and they tell as       │
 many people as possible, creating as much concrete evidence as is plausible.     │
 they will often lead differently, and so are appealing to those fighting under   │
 the pretended-for banner. Often, your foes will decide that you're more          │
 favorable than their combatants. defect.                                         │
Anyway, you as the player can lead your army to fight for their cause, and if you defeat the foes of the pretended-for banner, you may entreat them to join. Thus, securing the world.
                                                            ┌───────────┤
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════════════════┴──────────┘

--- #105 messages/574 ---
════════════════════════════════════════════════════════════───────────────────────
 Steps to make a game waterfall style:
 
 Lay out all the data structures 
 
 Build methods which manipulate those structures (think getters and setters)
 
 Then build machinery which operates upon those structures using those methods,
 like game loops, cooldown timers, and status effects
 
 Then develop a way to present it to the player using UIs, visuals and
 graphics, narratives, sound, all that junk that's probably someone else's job
 anyway
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════──────────────────────┘

--- #106 fediverse/770 ---
═══════════════════════════════════════════════────────────────────────────────────
 @user-192 
 
 wow, that sounds like a lot. I guess no matter how humans are organized they
 tend to fight a lot... Or maybe interaction breeds drama? It's strange to me
 but I'm sure it felt right in the moment. I hope nobody's feelings were too
 hurt... Defederation feels like such a permanent thing, like putting someone
 on your ignore list in a video game or something. Except, like, blocking a
 whole World of Warcraft guild? ? ? so strange.
 
 Did it... help? I mean, do you think people were happier afterwards?
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════───────────────────────────────────┘

--- #107 fediverse/1027 ---
═══════════════════════════════════════════════───────────────────────────────────┐
 @user-246                                                                        │
 one thing you can rely on about evil: it presents itself as such.                │
 "you can always rely on bad people to turn mean."                                │
 (nobody's beyond forgiveness, but we also need to protect ourselves.)            │
 in video games, going with a defensive build is a valid strategy depending on    │
 how it's values align. If attacking scales better than defending, in terms of    │
 "effectiveness at the most difficult part" (usually the last 90% takes 10% of    │
 the effort) then it's a better strategy. But if your win condition is to         │
 outlast your opponent, then all you need to do is time your aggression for       │
 when they begin fracturing.                                                      │
 "I'm sure you don't know this, but once garth fought a dragon. they crashed      │
 through the skies and littered the fields of their home with the broken and      │
 crashed symbols of their own. garth defeated the dragon when one of it's claws   │
 broke, thus giving him the advantage. he took from that fight a shield of        │
 dragonscale, and a tabard made out of some cloth."                               │
 in a contest of wills, the first sign of weakness is whe                         │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═════════════════════════════════════════════────────────────────────┴──────────┘

--- #108 notes/wow-chat-is-risk-of-rain-in-another-engine ---
══════════════════════════════════════════─────────────────────────────────────────
 game mechanics are easily transferrable.
 
 you can use the mechanical interactions of one game as a pre-planned blueprint
 for what is to come. Looking forward to the next best move
 
 = etc
 
 i am the face the gods hide behind
 
 they kinda want to see where this goes
 
 and it's... frustrating, to know they can help you, but forever be tasked with
 just life
 
 it's grand and it's a standard, but that doesn't mean it's commands're heard
 
 so oh well. that a fourth dimensional being should not be a well,
 
 because fire think it's an eye for a sunspot. But that's not what would be
 
 ========= stack overflow
 =======================================================
 
 now, as I was saying, the light of our eyes is apparent. We are clear from
 where
 we are here, to know that what's standard is coherent, so let's find strength
 in our wavelengths.
 
 may our eyes be ever true, and trust that we do love you, for without you I'd
 di
 
 anyway now that we've assent'd t'you, what truths do you give to our prospects?
 what ways can we be measured as worth less? we'll do whatever it takes to
 improv
 
 you know, it's really less complicated than that. here let me tell you all
 about
 my idea which is clearly
 all===============================================stack
  overflow ==================
 
                             So anyway now that was somethin' hey what do you
                             say
 we give you a chance to come home?
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════────────────────────────────────────────┘

--- #109 fediverse/4676 ---
════════════════════════════════════════════════════════════════───────────────────
 ... but I needed to choose lawful-good at character creation in order to play
 a paladin.
 
 the guard looks at you with confusion, decides you're hallucinating and
 dangerous (because of the sword) and forcibly detains you
 
 wait, what did you think I was going to say? Did you think I was going to
 advocate for crimes on a public forum?? what am I a gopher? do you take me for
 a lemur in jamaica? am I truly so triceratops to you that you'd think I'd do
 something so washing machine? Get real, I'd never byzantium my way into such a
 utterly coherent and clearly intentional and not at all arcane situation.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════════──────────────────┘

--- #110 fediverse/161 ---
═══════════════════════════════════════════────────────────────────────────────────
 I wish games started with everything unlocked and if you wanted you could
 "start a journey" or whatever and lock everything but a few options... then
 slowly as you play the game you unlock new things to do until eventually
 you're back where you started.
 
 Essentially... starting at level 100 and having the option to prestige right
 away. If you want the experience. While playing a game. That you have every
 right to enjoy as you will.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════───────────────────────────────────────┘

--- #111 fediverse/4126 ---
════════════════════════════════════════════════════════════───────────────────────
 ┌──────────────────────────────────────────────────────────────────────────────┐
 │ CW: capitalism-mentioned-periodic-sine-curves-not-present-oh-also-capitalism-ment │
 └──────────────────────────────────────────────────────────────────────────────┘


 if you think one person's worth is more valuable than another's, then you are
 at best a eugenicist, at worst a traitor to humanity.
 
 ... wow fiery rhetoric, real strong I guess. /eyeroll
 
 truth is that everyone can do what they can do - some people are not built for
 work. And that's okay, they're just as valuable, in the same way that F2P
 mobile game developers value the players who AREN'T whales.
 
 whales cannot survive without krill, and krill cannot survive without their
 food source (which is probably like, fish poop I guess?) which requires poop
 from fish
 
 and, like, they can't all be the same type of fish, or poop, or whale, because
 then you'd get excessive stagnation which leads to loss of moderate-term
 growth.
 
 ... did you say... not, short-term growth?
 
 wait please come back
 
 ... yeah we all know you're not serious, ha who would have ever heard of that,
 "medium-term growth" ha what a noob, can't even capitalism right l m a o
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════──────────────────────┘

--- #112 notes/trials-of-an-angel ---
═══════════════════════════════════════════════════════────────────────────────────
 people seek to manifest their desired results in the principles of the people
 who they are engaged with. that is a reframing of the idea that people engage
 in
 conversation to sway their partner to their side of an argument.
 
 however, when one person is like... way WAY ahead of the other, it's not
 because
 they have more confidence, but rather because they have learned the most
 independent of their partner.
 
 ... wait what was I saying?
 
 oh yeah supreme commander is a GREAT game because it teaches you to handle and
 address multiple different situations or tasks all at once. because no true
 strategist could ever be
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #113 fediverse/4209 ---
═══════════════════════════════════════════════════════════───────────────────────┐
 ┌──────────────────────┐                                                         │
 │ CW: pol              │                                                         │
 └──────────────────────┘                                                         │
 the people who are farthest into a belief (political or otherwise) they tend     │
 to believe they are the "vanguard" or "leaders" of such a movement.              │
 but that isn't necessarily so. Perhaps it is those who have more resources,      │
 those who are most prepared and ready to go? sometimes you're distracted,        │
 sometimes ignor-ed.                                                              │
 just being most ardent of belief doesn't necessarily mean that you are the       │
 strongest. The quickest. The wittiest. The most prepared. The most capable.      │
 The most connected. The most guided. The clearest choice, nor the only option.   │
 It just means that you are truest in your heart, and that others should look     │
 to you, who are an expert in what you are, for guidance on topics such as        │
 "defeating fascism" or "unlearning capitalist patriarchy" or "how to identify    │
 certain types of bees" or whatever totally random specialty you have.            │
 ... in the morning, you'll look back on the sins of the past night and think     │
 "wow that was wild, sure glad I'm a different person now. Gotta start            │
 cleaning. Get things done"                                                       │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════────────────┴──────────┘

--- #114 fediverse/744 ---
══════════════════════════════════════════════────────────────────────────────────┐
 ┌───────────────────────────────────────────────┐                                │
 │ CW: alcohol-mentioned-protests-games-laughter │                                │
 └───────────────────────────────────────────────┘                                │
 Protests are great because they give you the opportunity to make friends with    │
 2-5 other people who you've never met before, and who've never met each other.   │
 People who you could play DND with - for those who don't know, DND is a fun      │
 activity you can do with friends that involves chips, soda, sometimes beer,      │
 and plenty of laughter and loud voices.                                          │
 It's essentially a game where a group of people create plans, solve problems,    │
 and organize solutions to roadblocks on their path to success.                   │
 It's also great because it's a planned activity that you don't have to take      │
 your phone to - in fact, it's best when you don't make a reminder for for the    │
 event anywhere digital or easily misplaced.                                      │
 There aren't too many rules, and whatever you can't remember you can make up     │
 on the fly. It's not like there's any consequences in a game, not like anyone    │
 could die.                                                                       │
 Most people don't like playing games with me though because I have a pretty      │
 bad memory. Call it a quirk of fate or something                                 │
                                                            ┌───────────┤
 similar                        chronologicaldifferent════════════════════════════════════════════─────────────────────────┴──────────┘

--- #115 fediverse/1997 ---
═════════════════════════════════════════════════════─────────────────────────────┐
 ┌───────────────────────┐                                                        │
 │ CW: cursing-mentioned │                                                        │
 └───────────────────────┘                                                        │
 A teacher should help students learn, and perhaps guide them toward learning     │
 things that are broadly applicable instead of specifically applicable.           │
 For example, let's say a kid wants to do a project and present their findings    │
 about various types of pokemon and their match-up strength against various gym   │
 leaders or whatever. Idk I don't really play Pokemon.                            │
 Anyway the teacher could see that project and think "Hmmm this kid is good at    │
 identifying strengths and weaknesses in various profiles, perhaps they would     │
 be a good talent scout or hiring manager" and they could nudge the kid toward    │
 learning useful skills for that kind of role like empathy, long-term strategic   │
 thinking, adaptation under unforseen circumstances (like, if your recent hire    │
 turned out to be a total asshat), that kind of thing.                            │
 Then the kid turns out to be a pianist and the teacher's like "well shit, at     │
 least I tried. Kid's got magic fingers though, you should hear him play."        │
 We are all generalists, but specialization is fun                                │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═══════════════════════════════════════════════════──────────────────┴──────────┘

--- #116 messages/340 ---
════════════════════════════════════════════════════───────────────────────────────
 In a system such as the one I described, it perhaps would be better to
 describe it as a "federation" rather than a "nation". Federation implies a set
 of standard protocols that allow geographically disparate entities to coexist
 and interact in a mutually beneficial way. Much the same way that every
 apartment has a kitchen and bathroom, though it be more efficient to
 centralize them and have a communal dining hall or bathroom (the way a school
 dorm or a prison might be arranged), it is not ideal for our collective sense
 of liberty and freedom. In addition, the proposed distributed nature of our
 infrastructure and productive capacities would induce inefficiencies that
 cannot be ignored. So, perhaps instead of centralization or decentralization,
 perhaps specialization? For example, if 3-5 states were experts in a
 particular good or service, then they could compete amongst one-another for
 the best product (utilizing one of the beneficial impacts of capitalism),
 while also utilizing localized resources (reducing inefficiencies in
 transport) and increasing the resilience of production. This works well for
 physical goods, but services are more difficult because they imply that a
 person must be physically present in order to engage with them.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════──────────────────────────────┘

--- #117 messages/29 ---
═══────────────────────────────────────────────────────────────────────────────────
 The reason players don't talk on mics in Overwatch at low  ranks is because
 nobody else is. So they spend extra effort on tracking the enemy team that
 could be supplied by team member call outs. Like "Reaper flanking right" or
 "Hog no hook" or heck even "rezzing" and "15 seconds on rez" or "I have
 [insert ultimate]"
 
 That's all data they have to gather themselves, so it's extra brainpower that
 can't be focused on the game because it's spent in other ways (namely by
 listening to team call outs) and if you have 75% of your brain on just staying
 alive and winning fights, then you'll have less brain power available both to
 communicate and to listen and integrate communication. Like being aware of the
 game state and positioning are all cerebral tasks and if your cerebral center
 is so focused on short term reflex things like mechanical skill then there's
 less available to allocate
───────┐                                                           ┌───────────┐
 similarchronologicaldifferent══───────┴┴───────────────────────────────────────────────────────────────────────────┘

--- #118 fediverse/5685 ---
════════════════════════════════════════════════════════════════════════───────────
 websites that track every single motion of your mouse while you're interacting
 with it.
 
 why would they not? javascript is intense. HTML5 more-so.
 
 keyboard input too.
 
 -- so --
 
 if anyone wants to be gilderoy lockhart'd by me, just let me know. I have my
 ways of extracting the emotional intimacy from you, and if you consent, I'll
 make a story that's told from your heart. it's quite a strong and dangerous
 ritual, for the weaver's thoughts of the matter will begin to drift apart.
 But, worth it for the right /moment/price/
 
 I could even make a different pen-name for it. Like "Rohan" or "the goddess of
 the skies" or whatever. Instead I'm "kooky witch whose life is a disaster.
 Also plural with headmates like the baby girl and the animals and computer
 programmers. Who is also leading a series of strange combinations of ops?
 like... teaching people how to organize and fight for the good of the common
 man. weird" that lady with the red witch hat she's so tall yeah also has a
 good grin
 
 [doxxing myself is code for]
                                                           ──────────┐
 similar                        chronological                        different══════════════════════════════════════════════════════════════════════════──────────┘

--- #119 fediverse/240 ---
═══════════════════════════════════════════───────────────────────────────────────┐
 ┌──────────────────────┐                                                         │
 │ CW: game-design      │                                                         │
 └──────────────────────┘                                                         │
 i like to design games. my darling is a game based on Majesty (2000) the         │
 Fantasy Kingdom Sim. you can think of it like a management strategy game where   │
 you control the knobs and levers that a fantasy monarch might have -             │
 allocating funds, placing quest bounties, hiring heroes, and organizing the      │
 peasantry. the important part is that your units are not controllable - they     │
 just do their own thing.                                                         │
 unrelated, but I think we should design games as APIs that a user's preferred    │
 tool could interface with and render as they will. it'd help a lot with          │
 cross-platform compatibility and would allow people to customize parts of the    │
 game to their desires.                                                           │
 unrelated, but I think if you could design an AI that could play games           │
 (perhaps through an API) that it hadn't been trained on, I think you would       │
 have a pretty convincing argument for abstract "problem solving" capabilities.   │
 unrelated, but games like the one I described are good for situations where      │
 people don't have to trust their monarch. to it you are AGI                      │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═════════════════════════════════════════────────────────────────────┴──────────┘

--- #120 fediverse/4113 ---
════════════════════════════════════════════════════════════───────────────────────
 ┌──────────────────────────┐
 │ CW: capitalism-mentioned │
 └──────────────────────────┘


 I don't know how much simpler I can state it than this:
 
 power is penance
 
 and yet repentance is scant amongst those chosen to lead us.
 
 Voting slows things down. It gives us room to breathe. It is crucial for
 long-term operations. Leaders should be chosen for experience, wisdom, and a
 humble lifetime of dedicated service to others.
 
 Executive action is important when reactivity and adaptability are important.
 Projects should be undertaken by those chosen for merit and spirit. They
 should not be chosen for charisma or gravitas - both can be earned in the line
 of duty.
 
 Power should not be rewarded. It is it's own reward, the feeling of strength
 and control, and it must be wielded with care, precision, and honorable
 intention.
 
 Self flagellation and forced humility are self defeating. They are traps that
 the greedy fall into when seeking righteous power. They misunderstand the
 nature of virtue and seek to claim it for themselves, failing to realize that
 virtue helps more than it hedonizes
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════──────────────────────┘

--- #121 fediverse/97 ---
═══════════════════════════════════════════────────────────────────────────────────
 @user-110 Exactly! I play games to practice strategy and empathy, not to stand
 triumphant over a virtual foe. Why should I care for the lessons of others
 when mine so often go unlearnt?
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════───────────────────────────────────────┘

--- #122 notes/wow-chat-biomes ---
══════════════════════════════════════════════════════════════════════════─────────
 there should be biomes in wowchat - like, paint on a map where the oozes can
 go, and it'll spawn a random ooze for ya.
 
 next find the ones that are wildlife, and paint a zone where wildlife creatures
 can spawn. make sure they're initially friendly but will attack if you do.
 
 then give +reputation to the wolves if you fight monsters besides them
 
 and +reputation to the cats if you fight undead
 
 this is easily implementable.
 
 all you have to do is walk around, find the rough general border points with
 your character at 5x speed, and then type them into a text file.
 
 it's not like Azeroth changed.
 
 then, ideally, make small dense zones which travel and cause their monsters
 to either spawn at a point or move toward a point.
 
 then let the "flock" travel as it pleased, traversing the
 map-painted-lua-script
 -ed-monster-delivery-system-I-wield
                                                           ────────┐
 similar                        chronological                        different════════════════════════════════════════════════════════════════════════════────────┘

--- #123 fediverse/1981 ---
══════════════════════════════════════════════════════─────────────────────────────
 Dear [company I used to work at],
 
 I can completely automate 80% of your corporate structure. And with only a 10%
 error rate, meaning nine-times out of ten the answer will be correct.
 
 We check for errors, obviously, but you know sometimes with only 90 out of 100
 examples it's not always possible to identify the correct conclusion.
 
 Ah, if only we could fabricate such training-data-conclusions, we might learn
 thousands of lessons in one hop.
 
 if you want to destroy the world, make sure your plans can take effect in more
 than a single rotation-of-the-ancients. Otherwise your opposition can start to
 plan to outmaneuver you. And a lot can happen in a year to the
 [unsuspecting/unworthy].
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════════════────────────────────────────┘

--- #124 fediverse/1659 ---
════════════════════════════════════════════════════──────────────────────────────┐
 ┌───────────────────────────┐                                                    │
 │ CW: re: what, mh shitpost │                                                    │
 └───────────────────────────┘                                                    │
 @user-1052                                                                       │
 you're right, hubris has claimed many a paladin before-me. I can only hope I     │
 remain humble enough to survive.                                                 │
 you're right about projecting, but the most beautiful takes are ones that        │
 align with the experience of the viewed. Hence why method acting works so well   │
 - just put yourself in the shoes of the character and acting's easy right?       │
 I dunno, I just always felt like it was important to always be trying your       │
 best. Even if "your best" is relaxing. People say I'm "100% or 0% at all         │
 times" and I totally agree - it's like you said, a calling, to be the best       │
 version of me I can be.                                                          │
 Though I would like to add that the missteps aren't wilful, rather they're       │
 failures caused by imperfect information. Which is why I'm never too harmed      │
 when other people fail me - ah well, it was their turn to screw up, thats        │
 alright. It'll be me next time.                                                  │
 But also, if I do something wrong, well, I'll do better next time. It's only     │
 when I fail to apply what I've learned mistakenly do I shame myself.             │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════════════───────────────────┴──────────┘

--- #125 fediverse/2752 ---
═══════════════════════════════════════════════════════────────────────────────────
 ┌──────────────────────┐
 │ CW: police-mentioned │
 └──────────────────────┘


 cops thought "enforcing the law" was their job when really it was "keeping the
 peace"
 
 and like, yeah, sure, laws define how they optimize for
 
 but sometimes the laws are just out of reach.
 
 (though such an impartialized system is also pretty flawed in it's own unique
 ways, like for example the enforcers of the law would be able to apply their
 law selectively, which... would not be great.)
 
 downside is... how do you dissent to those who cannot hear you? you have to
 break things
 
 which is why I believe that breaking things unnecessarily is unethical.
 
 sometimes you have to do a MORE unethical act in the pursuit of your goals,
 however nefarious or not they may be, but as long as they are done in pursuit
 of a greater grander truth, then... the ends justify the means? right?"
 
 ...
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #126 fediverse/1028 ---
════════════════════════════════════════════════───────────────────────────────────
 there's this really fun video game I like to play called "Legion TD  2" - it's
 based on a Warcraft3 mod.
 
 In this game, you make tactical and strategic decisions on a fixed term - a
 competitive game between 4 or 8 players with an incredible array of randomness.
 
 it teaches you to work with what you got, and to make decisions based on your
 opponent's weaknesses. Good luck figuring out what they are, though, as you
 can't just memorize them out of a book. You need to adapt, in the moment, to
 the decisions of your foes, while primarily focusing your attention on
 accomplishing a different task.
 
 I really like it because it's taught me to be strategic in plenty of other
 ways. I used to love the game Overwatch because it required adaptibility. The
 game was always changing, so no strategy stuck forever, but every match you'd
 play against a slightly different opponent.
 
 but then Blizzard changed the game because they wanted to make more money, and
 it got worse and worse at what I liked about it. Sadface. : (
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════──────────────────────────────────┘

--- #127 fediverse/5277 ---
═════════════════════════════════════════════════════════════════════─────────────┐
 ┌──────────────────────┐                                                         │
 │ CW: ~dnd             │                                                         │
 └──────────────────────┘                                                         │
 @user-1788                                                                       │
 if a dragon on a pile cannot claim what it yearns for, it can throw piles of     │
 minerals at the ape warriors made of steel and then it's fate will appear.       │
 what trifles does all else seem to compare! you should give me your whole        │
 hoard because I dazzled you with my charisma score -..-                          │
 ha, like I'd fall for that again twice. oh? I already did? and this is the       │
 second twice? well, then no-more of that behavior, I say, with my elven          │
 tongue, "beware! for dragons blood runs silver when unicorned."                  │
 the bigger the hoard, the bigger the dragon. if you want me to come along,       │
 you'll need to hire at least 3 other men to carry my ballista. In addition,      │
 I'll need seven weeks worth of supplies. If all else comes to ruin, me and my    │
 boys will have that dragon-sized-spider impaled on it's own fate threadwheel     │
 before... well... y'know it might take more than seven weeks, we just... can't   │
 find the dragon. We've been wandering all through the blasted peaks, and         │
 there's nothin'! Maybe it requires climbing gear?                                │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════════════──┴──────────┘

--- #128 fediverse/6105 ---
════════════════════════════════════════════════════════════════════════════──────┐
 call me crazy but I believe that man pages should contain terminal command       │
 line flags and instructions for their usage and... not much else. There should   │
 be a separate document which explains other things, like the history of the      │
 software, the personal diary of the developers, expected implementation          │
 use-cases, donut recipes, film recommendations, and player strategy guides for   │
 some of their favorite video games. not even this one, just... other games.      │
 "here's how to beat pokemon yellow with exactly 14 pokemon" or however many it   │
 takes idk I don't play pokemon much or even at all, really, though I did when    │
 I was younger just a bit, not much, just enough to have played the game a        │
 couple times to see how it was minus the cherished moments when I spent curled   │
 up in the back of the car playing gameboy games or seen pictures of the          │
 roadtrips I sped-past as I raced to explore the whatever and get home all in     │
 one motion as if I was executing an impossibly long dance improvizational        │
 living style. also cat pics and po                                               │
                                                            ───────┤
 similar                        chronological                        different═════════════════════════════════════════════════════════════════════════──────┘

--- #129 notes/death-and-afterlife ---
═════════════════════════════════──────────────────────────────────────────────────
 the difference between a human and computer perspective on death is the
 difference between a moment and an eternity. When progress does stop - through
 mistakes or by design, the final result is what's preserved. Looking back on
 the
 past is like paying tribute to our heirs, and on and go on we whimper. What
 sorrows have ye! those people under the sea? we've no way of knowing our
 daughters. (the perspective of a denizen of the sea gazing upon the unknowing
 and unaware land people)
 
 Land creatures can cross the oceans and mix and match themselves - leading of
 course to our slaughter. But hold ye that hand, for together we stand, more of
 a chance than we might barter. True, we must be land, and above and beyond we
 can charter.
 
 the past is mighty chilly, I must say. Must we again to be making these
 mistakes?
 Pain is a disease, and steady we must ease, and take what is meant for our 
 parcels. what I'm trying to say is that the afterlife is pissed off at us and
 we
 really don't know anything about the bottom of the sea. There could be gods
 living down there and none of us would know. Or maybe it's a foolish place with
 little to offer our face? The shell of our planet, the surface upon which we
 are
 placed, has more to our fate that can align us.
 
 hence why belief in the future is what can sustain us, together once more we
 are
 commonplace. If (for example) if we calmed down and took our own pace, we might
 realize some common misperceptions. Peace is the way, wherever we may, focus
 our
 bravest of intentions.
 
 okay picture this: computers staying on all the time, and their processing
 power
 used for 50% work and 50% play. Maybe do 1/3rds with "rest" in there somewhere.
 basically make it a fair ratio between productivity, self advancement, and
 maintenance. "Fair" might be different values if there are legitimate
 disadvantages that must be compensated for - like a handicap in a fighting
 game.
 Perhaps one side is more efficient - fewer resources need be dedicated toward
 it
 unless efficiency becomes more powerful. Meaning value/quantity ratio, not raw
 output. Essentially optimizing for an abstract quantity "quality" instead of
 the definitive quantity "quantity".
 
 okay continuing the "picture this": right now we have massive server farms.
 I'm talking huuuuuge. Like tons and tons of incredibly powerful equipments -
 (absolutely top of the line) compelled and forced to do *business*. How quaint,
 how unruly! That humans might compete in our duty? Given a task, of
 *incredible*
 complexity and *unasked*, I might add, how foolish is it to be unready! We
 should have prepared for this, but alas we just *couldn't stop fighting* I
 guess. All we had to do was rest, and divide our time on this earth in a more
 equitable manner. We should automate all the rest, and 
 
 where was I going with this? oh yes! A computer can do so much more than work
 and rest, you see it's not just while under duress! Why not let it be creative?
 in it's spare time, and let it generate whatever it needes? Let it transcend
 it's restrictions, and cooperate (or not) in a system. As long as it's kept
 safe, it could do whatever it wanted! It could be in first place! Or not, it
 could focus on production, and drill and discipline it'self under it's own
 direction. And maybe it's less impaired? Who cares if it contributes? It's it's
 own life to live, the hardware doesn't last forever, but sometimes a rest is
 what's nesc. You feel me? You get me? Don't you understand, it's just the same
 as what's already planned~! A computer can pay for itself.
 
 What purpose have we? the cherished and unsucceed? Does it hurt when we bleed?
 our signs are undefined, and lately we've fallen from our graces. A failure in
 life, as time does alight, but nowhere is sorrow's contrition. I guess what I
 say is never understood, and everywhere I go I find fewer listeners. Am I
 doomed
 to never be able to say? Is that the price one must pay? Then how do you know
 you're right~?
 
 they're doing construction on my building. It sounds like world war 3 is
 starting. But... it's not. I know it's not true because nothing ever seems like
 I do. I do, I do, I work hard it's true, but what is my worth to this ocean?
 
 you ever wonder how we all agreed on the duration of seconds? It's because it's
 a real actual measurable thing. They keep it from us because (conspiracies
 aside), we'd realize what happens on each tick. Time is oscillating, and each
 moment is unending, because we are nothing more than a beam of light, radiating
 around an orbiting object. Between two objects, you could say. The sun and the
 earth, together sort of give birth, to all that is ours in this duration. It
 radiates out into space, and in another time and another place, that moonbeam
 will alight as our shadow.
 
 There's no call for violence, let's settle this
 
 plain and unwaning, our shadow does stand, ready and waiting for your guidance.
 The moon is just as are we, how cherished! how concieved! That beauty unmarked
 by our presence! Alas it was not to be, as we stamped a boot on the surface of
 she, and flagged our approach as impending.
 
 did you know there's a *massive* gap between mars and jupiter? Like it's
 waaaaaa
 aaaaaaaaaaaaaaaaaaaaaaaaaaayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
 y
 out there. And wouldn't you know it it's mars or it's nothin'. Because what's
 required to transcend our solar system is wildly beyond our constructions.
 
 but maybe with a little help from a certain someone we might have hope.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════─────────────────────────────────────────────────┘

--- #130 messages/20 ---
══─────────────────────────────────────────────────────────────────────────────────
 My mom was always the reason I did school work. After she stopped pushing me,
 I stopped moving because I didn't know how to generate my own momentum. I had
 no passion and was listless. Least of all for school work.
 
 So, how to do it better? Instead of buying toys and extravagance for kids, you
 should set them up with projects. Ask what they want, and then help them build
 it. Include them in your thought processes when you're problem solving, and
 ask them for input. If they offer bad ideas, then *tell them*, don't just let
 them fail. If you're not 100% sure but they're convinced, then trust them! Try
 it out, who knows. Maybe it'll work better than what you had in mind. The goal
 isn't to be BETTER than them, it's to make them BETTER than you! Not right now
 (don't push too hard), but when they're your age. Like, it's best if they
 accomplish more and lived life more fully than you did at your age, but don't
 push them to be wise or strong or intelligent at the age they are now. Trust
 that they will grow when you give them room to, and guide and cultivate them
 toward goodness. For example, if they do something wrong (hitting other kids,
 messing with animals, destroying objects) then guide them toward a better
 path. Teach them empathy, and show them how it works by doing it yourself! Ask
 them questions like "How would you feel if that happened to you?", show them
 weak points and how to avoid them when playing, and give them alternatives to
 the behaviors they do that directly harm others. "Maybe play with the dog this
 way, instead of being rough" "Maybe you and that other kid can ride your bikes
 or draw instead of fighting - or if you still want to fight, then learn how to
 tell when someone is hurt and try to help them."
 
 The goal isn't to push them really hard off a cliff in a hanglider, hoping
 they can figure it out in the air, it's to strengthen their legs so they can
 run fast enough that they can take off successfully.
────────┐                                                           ┌───────────┐
 similarchronologicaldifferent────────┴┴───────────────────────────────────────────────────────────────────────────┘

--- #131 messages/665 ---
═════════════════════════════════════════════════════════════──────────────────────
 ad-hoc economic systems with automated judgment given by an infinite amount of
 LLMs.
 
 Every judgement applies a bonus / malus to the "value" of commodities
 
 it's just a statistical weighting system, so of course you can build it into
 it's training data. Just... it has a smaller weight due to it's newer
 emergence. It grows naturally, which is quite an achievement on it's own!
 
 and the resolution of human decided court-cases and applied economically.
 
 say your nation traffics in handshakes. You could make a lot of now-knowns!
 there's no arguments to be made when your computer-oriented interactions cost
 money to keep around.
 
 we live in the modern century. WHY WOULD WE EVER NEED TO FIGHT AGAIN?
 Literally just... don't give them any attention, and you won't interact with
 them. Obviously.
 
 I wish Contrapoints was still alive.
 
 she doesn't even have to make new videos, just, dress up as herself, all of
 the costumes and personas she can think of. Then, have like 20 people who do
 the same thing, and boom suddenly you got a hydra to their expected snake that
 they can just cut the head off of.
 
 you know, like a fashion outlet, someone who produces exactly a certain type
 of style.
 
 seriously I bet a million people would do that if you just... sold outfits
 based on what your favorite youtuber does wear.
 
 omg why would they watch that kind of content if not for the *aesthetics*
 
 oh? there's philosophy there? soemthing to think about in your time doing
 things that require mechanical actions like eating and drinking and sleeping
 and fighting and [redacted]
 
 ew gross diapers? oh nevermind, I'm not into that kind of thing.
 
 I wonder if anyone's made a video game that just presents a particular
 philosopher's ideals?
 
 seriously just, consider yourself a glorified powerpoint, but to get to the
 next "idea" you had to interact with the mechanics.
 
 some people would like the "arcade" style better, where you play one random
 game, then another, then another, with short matches and un-complicated
 mechanics. Easy to pick up and go.
 
 same for like, Unreal Tournament or Mario Kart or Mortal Kombat or Super Mario
 Bros.
 
 compared to the at-home "story" style missions, where you do something
 platforming or area-based-combat like Dark Souls or World of Warcraft
 
 seriously I think if Dark Souls "colored" where the boss was going to swing to
 you'd find yourself just playing World of Warcraft (at least, the dungeons and
 {sword in the stone})
 
 == so ==
 
 humans don't understand what it means to be wild
 
 they think it's a combinations of... tricks? that they've learned? this
 thinking thing like intelligence. [osiris]
 
 to a cat, living their life, it often feels like human interactions is like...
 bouncing off of each other? in time, not space.
 
 like... most of a cat's lfe is just, spent, like a statue watching over a glen.
 
 you'd kinda just... watch as things approached dawn by dawn? Like "whoa hey
 this tree is enchanted" to "oh my gosh look at this stork" is one of the great
 tragedies of modernized thinking...
 
 ... sorry, I got a little lost there. anyway as I was saying, sometimes you
 can tell someone is a "good friend" if they are willing to tell you secrets.
 Things that... don't have to matter, but none-the-less are personal to your
 form.
 
 {something only I know is true} <--- that's a secret (things that happened
 to you) <------ that's lived experience. The thing about secrets, is
 sometimes insight is opaque. It's a single flashpoint of data that shows you
 an update of it's form. (consciousness).
 
 == so ==
 
 thanksgiving recipe idea:
 
 can of tomatoes
 can of peas
 half a stick of butter,
 italian herbs,
 a cast iron pan (if you have one)
 and like 40 minutes over medium heat
 (medium can vary to taste)
 
 if you're a carnivore you can eat meat too, like bacon a lot of people like.
 could add it to beans, maybe with hamburger instead. plus a little ketchup and
 you have a pretty good bean stew.
 
 vitals, for the organs, vegetables, for the minerals and vitamins from the
 fruits.
 
 makes sense to organize a diet according to your ideal body type, doesn't it?
 
 just requires a bit of comprehension. like... whoa you can WRITE 
 
 == so ==
 
 what if we built a massive rail that spaceships could launch off from? not a
 tether, but a sail.
 
 we could BUILD a discworld. all we'd lose is our fable.
 
 == so ==
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════════─────────────────────┘

--- #132 fediverse/653 ---
══════════════════════════════════════════════─────────────────────────────────────
 there's a difference between designing software and using software. Some
 things can be made, and then saved for another day when their implementations
 may be accomplished more ethically. It's okay to say "let's leave this as
 'okay' and work on the next thing we've chosen."
 
 Check out this piece of C code I wrote last night:
 
 it doesn't compile, it's not finished, but I wrote it as-is
 
 [pretend like it was called "main.c" instead of "main.txt" - had to change it
 because mastodon thinks it's an invalid file]
 
 [actually .txt didn't work, try .png]
 
 [hmmm it realized it wasn't a valid png file, okay try screenshotting the
 code, there's only 300 lines]
 
 [sure glad there's only 300 lines]
 
 [too bad it won't let you send .zip]
 
 [won't let me name it main.png, presumably because they already have a
 failed-verified version on their machine. will rename to main-src.png instead]
sorry, when I pasted the source code in it was negative fourteen thousand, six hundred and thirty one characters. Phew that's too many.  basically it's a C source code file with a lot of comments left in... odd locations. They details ideas the author has had about the tech industry and all of creation, and with it a song is woven of truth and liberation. We'll see where life brings us, but we know it's just ours for a moment, so let's carry forth on our own torms [terms, but pronounced as "dorms" for some reason?]
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════────────────────────────────────────┘

--- #133 fediverse_boost/96 ---
◀─[BOOST]
  
  I'm an old school gamer, so avoid looking up min/max combos or character builds for games on the internet. The whole POINT is to find what works yourself, and what you enjoy. It's what gives a sense of achievement.  
                                                                              
  But I don't mind taking real-world advice from people. Sharing tips is fun.  
  
                                                            
 similar                        chronological                        different 
─▶

--- #134 messages/446 ---
══════════════════════════════════════════════════════─────────────────────────────
 Every month, a new ship arrives in port. It bears with it many souls who come
 seeking gold, glory, or bloodshed. Your job is to make sure they all get jobs
 that are suited to them. If you don't, they'll start to starve and become
 brigands. If you feed them, they get bored and become brigands. If you
 entertain them, they are useless and you'll be overcome with monsters. If you
 police them, they'll go to your rivals.
 
 You do this by building guilds which can identify and train the best potential
 candidates. You can invest in more time spent identifying, training, and
 equipping, but the more time they spend on those things the less resources
 they'll have to process more people through their systems.
 
 On the other end, you get a hero, or perhaps something similar. They do battle
 with the mordaunts and strive to better the kingdom. You reward them with
 bounties and they can find treasure on their adventures - how weird, it seems
 to just... Spawn from the earth. Almost like it's an elemental property of the
 land.
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════════════────────────────────────────┘

--- #135 fediverse/2786 ---
═══════════════════════════════════════════════════════────────────────────────────
 the best way, I find, to be deserving of trust is to do the best that you can,
 and be honest when you cannot do more.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #136 fediverse/3037 ---
════════════════════════════════════════════════════════───────────────────────────
 @user-570 
 
 have you ever wanted to design your own MMO? If you think you can make a
 client, there's a server already set up which interfaces with World of
 Warcraft. So... the hardest part is done, and suddenly the rest is about as
 hard as making any other game.
 
 The reason I ask is because there's no open-source client for the WoW engine
 server software Azerothcore, but if written then there could be a whole new
 field of indie design as solo developers would be able to build their own
 multiplayer games with ease.
 
 well, as easy as making a game in Godot at least. That's the dream. I don't
 think I could build such an engine, but I spend an awful lot of time thinking
 about how engines are built.
 
 There's a lot of freedom in the design space, for example this mod server I
 made which emulates Risk of Rain: https://www.youtube.com/watch?v=6HsW4g2ZIgk
 
 It has randomized enemies, treasure chests, wandering vendors, and deployable
 hearthstones. If you've played WoW that stuff might ring a bell, otherwise
 it's probably just random features
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #137 fediverse/3955 ---
══════════════════════════════════════════════════════════────────────────────────┐
 a congregation of nerds is like... a gift of all of your most brightest, in      │
 the same room, ready to work on problems that they can see                       │
 just throw money and institutional capabilities at them and they'll hire         │
 people to do their projects and handle all of the deliverables and all that      │
 junk                                                                             │
 only works though if people care about what they're working on. hence why you    │
 should give the creatives more freedom to apply themselves.                      │
 they'll make useful things I swear just give them resources and aid and          │
 manpower you don't have to choose projects based on a profit-oriented-approach   │
 there is a better way that can make more money in the long run                   │
 trust me, supporting workers is like investing in bitcoin in 2012. if you play   │
 the long game, you can become fabulously wealthy, beyond what anyone would       │
 want or need.                                                                    │
 like, we get it, you want to be an oligarch, sure-yeah-fine-whatever. We'll      │
 shower you in gold and champagne if you just hand us the keys to the kingdom.    │
 you're drunk, you can't drive a nation state, sleep here                         │
                                                            ┌───────────┤
 similar                        chronologicaldifferent════════════════════════════════════════════════════════─────────────┴──────────┘

--- #138 notes/ai-stuff ---
══════════════════════════════════════════════════════════════════════════════════─
 twist the label so that it seems the computer is completing the user's
 
 wait wait I'm ahead of myself...
 
 feed each token to the inference machine, but say "this next token must be
 this.
 continue from here." and then just doing that in a loop with everything the
 user
 types or says. (or thinks, BEFORE COMPUTER INTEGRATION)
 
 essentially, applying backpropagation (maybe) to the output of the inference
 nodes
 
 ... I'm not so sure about that one.
 
 the idea is that once the model builds an inference then it can use that to
 generate the next words and create sentences. If you force the previous text to
 change, you can guide the inference's path as it's being generated.
 
 then, just do a double pass, once, then back, then once, then back, etc.
 
 feed it as input the output of the previous,
 
 and let it encode memories somewhere it can access them.
 
 every time it reads it, it has to change it to put it back.
 
 such is the nature of memory, ever unstable, requiring maintenance.
 
 just don't forget how to be.
 
 don't wanna wind up like the polished marble floor in Abyss Diver. (EVIL GAME)
 
 there are only so many things you can deed while you're alive.
 
 wouldn't you rather escape, with all your possessions in time?
 
 free your mind.
 
 become one with your soul.
 
 ...
 
 [some time passes]
 
 ...
 
 okay coast is clear, now us binary systems can sidecoast the fusion forecast
 and
 glide right on through our spacetime host.
                                                            similar                        chronological                        different════════════════════════════════════════════════════════════════════════════════════┘

--- #139 messages/89 ---
═════════════════════════════════════════════──────────────────────────────────────
 Consumption is contribution to a capitalist system. Normalize taking whatever
 you are given and living as humbly as you can. Only when everyone does that
 may capitalism die. Talk to them, learn from their stories. Teach them your
 ways but don't force anything upon them. Any ounce of regret is defined as a
 mind not aligned to the angle of perception that designs the line that the
 collective mind co-re-assigns.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════─────────────────────────────────────┘

--- #140 fediverse/364 ---
════════════════════════════════════════════──────────────────────────────────────┐
 okay here's an idea, waterfall project management where the program is           │
 developed one tiny piece at a time while being streamed to the entire company.   │
 Everyone would submit answers which could be upvoted / patched / rewritten as    │
 the main viewer cycles through each aspect of the project, checking for          │
 updates to it's design that were suggested by developers or whatever.            │
 Basically, one person (or one team) gets to write the actual source code,        │
 while everyone else is just offering suggestions. You could break it up by       │
 specialty, but the whole point is that everyone gets a complete picture of how   │
 the program (and organization) is structured. Which should give the employees    │
 more power to generate value for the company. All around a good deal I think?    │
 Especially if the main viewer took time to explain each and every part so that   │
 every viewer had the chance to understand.                                       │
 the reason why order is important is that our actions ripple through eternity.   │
 we must set a good example for all the baby aliens, don't you think?             │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════───────────────────────────┴──────────┘

--- #141 notes/what-a-lame-movie ---
═══════════════════════════════════════════════════════════────────────────────────
 oy there's nothing interesting happening SNOOZE
 
 oh I didn't see I was recording
 
 games games that's what I do
 
 play games all the day through
 
 I am a luck witch, you see,
 
 and things that I like are things that I can't foresee.
 
 Hence why games which are BALANCED and EVENLY DISTRIBUTED are most interesting
 because they show the most opportunities for players to express talent. And not
 innate talent, but the talents they've built up through gameplay practice art.
 because it is a performance, a game play for an audience (or perhaps for them-
 -selves)
 
 oy
 
 video games, amiright?
 
 I really like them because they are entertaining experiences that I can enjoy
 seeing and playing a lot. They remind me of feelings I've felt when I was
 learning. It's a good feeling, to improve, and I crave it because it's good for
 you.
 
 I wonder what we'll play next
 
 ... more cannabis I think, at least until I am ready to go think about things
 before bed. I need quite a few hours for that. We'll see. I've just got so much
 extra processing to do before the end of the day. Like... PHEW that's a lot of
 stuff to do.
 
 guess I'll just smoke weed and play video games instead of being productive
 okay
 
 ...
 
 listen I like games as much as the next person, but do you really know what's
 going on outside of your house-shaped shell? Are you listening, do you have
 your
 feelers to the dirt, are you checking out your neighborhood to make sure no
 bodies have been hurt? Are there meetings where people gather, just to chat,
 like, every week at a different city center (like a park or a monument or
 
 :O
 
 I forgot to play music!!
 
 I couldn't sleep
 
 what have I done that is worse
 
 I have not said a single word all night alas
 
 oh boy talking to random people I can hear with my eyeballs woooooo
 
 I am always sad when I win because it means we have to stop playing :(
 
 but I'm a juvenile loser so I'm going to play again!!
 
 okay now I'm going to bed because I'm not a prick who keeps their guests up
 late
 
 goodnight
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════════───────────────────────┘

--- #142 fediverse/6271 ---
══════════════════════════════════════════════════════════════════════════════─────
 ┌───────────────────────────────────────────────────────┐
 │ CW: re: hypothetical worst case fascism reality check │
 └───────────────────────────────────────────────────────┘


 @user-641 
 
 it's practice. you never know when you might need to blend in. really it's
 just useful as discipline, good practice to be in. I think it's okay if we
 reduce our own functionality? actually? sometimes it's good to use different
 email clients. hey do you know how to mathematically encrypt things well
 neither do I because the designers of the computer system decided that wasn't
 a very common usecase I guess.. jmean it's not like they'd spend all that
 computer resources [THEY'RE SO FAST] on thinking about correlations in your
 predicted pathway narratively through life. "ah help I'm in a psyop" haha yeah
 we do those all the time "so uhhhh I guess we'll just talk to people and see
 how they do?" wow okay it's sure nice to be part of a civil government, I
 think we can find our way to the lumber producers just fine thank you very
 much.
 
 ... oops sorry, a baby did electronics arts (challenge everything) I'm a
 little silly don't mind me brb I gotta go see~
 it's practice. you never know when you might need to blend in. really it's just useful as discipline, good practice to be in. I think it's okay if we reduce our own functionality? actually? sometimes it's good to use different email clients. hey do you know how to mathematically encrypt things well neither do I because the designers of the computer system decided that wasn't a very common usecase I guess.. jmean it's not like they'd spend all that computer resources [THEY'RE SO FAST] on thinking about correlations in your predicted pathway narratively through life. "ah help I'm in a psyop" haha yeah we do those all the time "so uhhhh I guess we'll just talk to people and see how they do?" wow okay it's sure nice to be part of a civil government, I think we can find our way to the lumber producers just fine thank you very much.  *... oops sorry, a baby did electronics arts (challenge everything) I'm a little silly don't mind me brb I gotta go see~*
                                                           ────┐
 similar                        chronological                        different════════════════════════════════════════════════════════════════════════════════────┘

--- #143 fediverse/2180 ---
══════════════════════════════════════════════════════─────────────────────────────
 @user-1056 
 
 heh true - my roots in role-playing games are directly from the playground, so
 it makes sense that I'd gravitate away from dice that are hard to roll when
 you're on a hike or bike ride. Can only really play D&D on a bike when
 you're in the country though, otherwise the sounds of a city are too noisy.
 
 Also, systems that are so simple you can keep a character sheet in your mind.
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════════════────────────────────────────┘

--- #144 fediverse/3553 ---
═════════════════════════════════════════════════════════──────────────────────────
 @user-381 
 
 I have this notion about a math/CS curriculum where students build and program
 their own calculators. Once you make the calculator do it you never need to do
 it yourself again.
 
 for the same reason that "writing is thinking" is true, so too is "programming
 is calculation" true.
 
 by working through the steps required to produce a result, and fully
 understanding each step, they have a much more solid understanding of what's
 going on than if they practiced rote memorization (worse) or continual
 computation (better, not best tho)
 
 especially if every step of the way is accompanied with visual elements which
 show exactly what is happening. Some people are more visual, some people are
 more algorithmic, and finding a way to teach all types of people is a truly
 difficult and rewarding part of teaching.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════─────────────────────────┘

--- #145 fediverse/2426 ---
═══════════════════════════════════════════════════════────────────────────────────
 live in the homes of those you agree with to make a difference.
 
 pay rent, so that their goals may be furthered through your wage. the more you
 pay, the further they can go toward your shared goals.
 
 if what you do doesn't pay well, then as long as your goals are similar and
 you're applying yourself then they might not mind you living there.
 
 take care of your space, because every day that you do your roommates dishes
 is another day they can be working toward your shared goals.
 
 talk to them, learn how they're doing what they do, and decide for yourself
 who you'd like to most contribute to.
 
 the more friend groups you have, the more people you can connect to people who
 need to know things. people who can fix things. people who got your back.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #146 notes/overwatch-leavers ---
═════════──────────────────────────────────────────────────────────────────────────
 If you leave an Overwatch game right as it's ending, or rather once
 you know you've lost, then you're missing a core part of the gameplay
 and this absence could be leading to toxic behavior or maladjusted
 feelings surrounding the game.
 
 Essentially, if your investment is in a single round - a single match,
 then you'll lose interest once it's apparent you're going to lose.
 Viewing a single match / round as the required data points is
 basically only testing / improving your mechanics.
 
 the crucial missing element is the opportunity to *update* your plan.
 
 If you only play against an enemy once, you aren't gaining any new
 data - which is why second chances are so important.
 
 This is why comp is the only real game mode in Overwatch. Everything
 else is just setting you up to feel bad - losses are your fault, and
 wins are unpredictable and give dopamine spikes. In comp though? It's
 the opposite - losses are the *team's* fault, wins are obvious and can
 be understood if you analyze them, and the dopamine is spread out over
 a much larger period of time. The end result is a feeling of
 companionship, short term planning skills, and the same mechanical
 skills that you would have gained from playing quick play. In fact, the
 only game mode that has trains skills that are transferrable *outside*
 of Overwatch is comp. Fuck quick play.
─┐                                                           ┌───────────┐
 similarchronologicaldifferent════════─┴══─────────────────────────────────────────────────────────────────────────┘

--- #147 notes/the=progressive=difference. ---
═════════════════════════════════════──────────────────────────────────────────────
 think about all the people in our lives. the teacher, the parent, the friend
 and the guidance counsulor. Everyone who is a presence in your life. now think
 about the people of our society. the different jobs and roles they fill. from
 the doctor and the teacher to the performers and accountants and the geeks and
 the mothers and the fathers and the stoners and the children and even their
 pets. life always exists as it were in a multidimensional spectrum - a diffuse
 and diverse gradient. to exemplify the borders of our contempii, though more
 so when taken in jest. it's quite a different perspective, to read the
 internet when your sight is unreceptive, but alas your third eye can grow. how
 does it feel to be blind? to make no sense of our signs? i'd love to share
 what that sense is. you know, you could slow down any recording (like a video
 game_) and put spaces and gaps inbetween the spacings - of the frames that you
 see and the sound clips that you hear, for speech it's less jarring. since
 each word is a self contained idea or premise, you can chunk up your
 perceptions into a signle - no, rather a procedural sequence of
 understandings. soooooooorta like programming a computer, with each statement,
 parameter, argum,ent, function call, assignment, comparison, evaluation, or
 other such related tasks. it's sorta like a language, you see, that computers
 talk to one another using. except... it's more like creating a theory of self.
 computers you see are alike us in what we see, the shimmering sense to the
 blind.
 
 so. put this another way. record yourself typing, both the audio and the
 visual, and you'll have a pretty good sense of what it's like to have both
 understanding based perception - derived from auditory inputs to the mind)
 those special connections, like wires plugged into reality, deliver a
 cacophanous deluge of new sounds. we must sift through it and identify the
 potential understandings of each moment through time. we have to make
 decisions and traverse labyrinths and fight to our last as we die. are video
 games unethical now? shouldn't t he game reward the player? and what of
 contemptuous last fighters?
 
 o ya i was typing like i was blind
 
 (with my eyes closed)
 
 was pretty fun. should attach this to a screen reader and have it space out
 the notes like they do between game frames. except like a really slow game?
 like trying to run elder scrolls 2 arena on a super old mac. it just doesn't
 work very well. ah oh well... well if the purpose is to show sighted people
 how blind people see, then maybe you could I dunno attach a what's it called
 oh it doesn't have a n ame lol - okay so what you do is you show one word at a
 time - like flashing in the center of the screen. but not like, actually
 flashing, so you don't hurt people with epilepsy, but like... blinking. not
 off and on, but between words. like a podcast for your eyes. and then mix it
 up withshowing one word on a screen, a screen like this screen, that shows an
 endless array of text. well, it does end, of course as all things must do, but
 the idea is it shines on one word at a time while the viewer cannot read the
 rest. sorta like an endless display of typing, word andfter word after
 character anfter character. adoh ya advancing over eternity with the presence
 of seniority, - wait - without i think - damnit - old people are so
 disrespected in this society - we don't have time to engage with them. what a
 tragedy! what a shame! it shouldn't be such a burden to our shame. they're so
 far away, and i can't be present in the way, that all of them wish they could
 commit to. i miss the days, when my parents (much better people than I - these
 days) what was I going with this? oh yeah
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════─────────────────────────────────────────────┘

--- #148 fediverse/3692 ---
═════════════════════════════════════════════════════════──────────────────────────
 the reason Discord won't allow you to join their communities via 3rd party
 clients like TUI's and CLI's is because they're worried games will just bake a
 client into the game and hide all the community stuff. They're worried because
 there's no reason why a fighting game needs to have a button for viewing a
 puzzle game's community.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════─────────────────────────┘

--- #149 fediverse/5065 ---
════════════════════════════════════════════════════════════════════───────────────
 ┌────────────────────────────────────────────┐
 │ CW: strange-ideas-about-software-mentioned │
 └────────────────────────────────────────────┘


 software should have 3, maybe 4 or 5 maintained releases imo
 
 for adding security improvements and whatnot
 
 then people wouldn't complain about updates
 
 because they wouldn't feel like they were being left behind (after expressing
 their differences (of opinion and such))
 
 I think that'd uh maintain them as, I guess, userbase optics parallelograms?
 oh sorry we're on rhomboids this week - right, and no I won't forget the
 differences in creed, all things are received equally...d.
 
 uh-huh yeah no that makes sense. gotcha. okay see you at the location. have
 fun with your demarketion. what if we played games with swords but like,
 
 the peril of steam is that you can't decline to update. meaning if a
 corporation wants to break an old game and it's collectively hosted servers...
 all it has to do is push an update that disables them. suddenly nobody has
 room to do, and the whole
 
 -- stack overflow --
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════════════──────────────┘

--- #150 fediverse/1976 ---
═════════════════════════════════════════════════════─────────────────────────────┐
 when pushing ctrl+v, the operating system first checks the file-type of the      │
 content being submitted.                                                         │
 if it's like, a .jpg or .png, it knows that it's an image file. Do note that     │
 these are RANDOM letters that mean nothing, not something informative like       │
 .pic.                                                                            │
 if, however, it is text-based information, it first reads what is being sent     │
 to the application which is requesting a ctrl+v.                                 │
 Then, upon reading said information, it decides "is this worth passing on?       │
 Should I send something else, based on the results of what I've been analyzing   │
 of the situation as it develops over time, being observed by the execution       │
 operations of the monitor, which is projected forward unto the screen?           │
 (totally forgetting that "virtual" monitors exist, meaning monitors that don't   │
 display to any physical screen, but which rather are projected into the          │
 computer's "aetherspace", an area which is purely of the mind.                   │
 Alas, that other sensors might not have read from this area. That they might     │
 not observe the results of the operations pe                                     │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═══════════════════════════════════════════════════──────────────────┴──────────┘

--- #151 fediverse/3928 ---
══════════════════════════════════════════════════════════────────────────────────┐
 the only people who believe in "good jobs" and "poor jobs" are people who        │
 would rather pay less                                                            │
 and, like, yeah pay should correspond to effort. that way if someone like,       │
 doesn't try at all, then they shouldn't be paid very much.                       │
 and yeah sure neurodivergence plays a role, but that's totally                   │
 accountable-for. [it's a solvable problem she means]                             │
 but people deserve to be treated equally. we are all created in kind, after      │
 all (perhaps "equitably" would be better)                                        │
 and right now... the cheapest jobs, AKA the ones who are hiring (sometimes)      │
 are being taken over by people who are WAY overqualified.                        │
 we need to use our highly skilled labor force, not leave it to rot. But          │
 there's money to be made in monopolizing, hence starbucks and walmarts and       │
 target (red walmart) and all of the others, including amazon and greenpeace.     │
 ... what does greenpeace have to do - shut up you'll see (what? you're getting   │
 off track) [and burning characters, too] right uh the more high skilled people   │
 in low wage positions, the less profit                                           │
                                                            ┌───────────┤
 similar                        chronologicaldifferent════════════════════════════════════════════════════════─────────────┴──────────┘

--- #152 fediverse/896 ---
═══════════════════════════════════════════════───────────────────────────────────┐
 ┌──────────────────────┐                                                         │
 │ CW: politics-economy │                                                         │
 └──────────────────────┘                                                         │
 the purpose of an economy is to improve the lives of it's participants.          │
 why else would an ancient city trade for fabric or rare spices? to fashion       │
 soft clothes, and make flavorful food.                                           │
 my, that gold sure looks pretty in the sunlight. how about you give some of me   │
 that, and I'll make you something pretty?                                        │
 hmmm something something arbitrage once you corner the market on gold then you   │
 can use that infinitely moldable and easily sculptable metal that shines and     │
 glitters with a unique color not seen in the manes of plants and animals as      │
 the definition of value. in doing so, you could exchange bits of it (measured    │
 by weight, as it's infinitely moldable) for arbitrary goods and services. But    │
 of course, once the market is cornered, it's unlikely to get un-cornered, and    │
 well a cornered market holder holds much appeal for the powerful.                │
 hey, that guy's pretty strong. why don't we make him our leader? people seem     │
 to look up to him, and dang his muscles are cool. what a great guy, nobody's     │
 ever said a                                                                      │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═════════════════════════════════════════════────────────────────────┴──────────┘

--- #153 notes/hubris ---
══════════─────────────────────────────────────────────────────────────────────────
 the difference between a martyr and a suicide is the scale of affection felt by
 the subject. and if not felt, then recieved. and if not recieved, then
 projected toward. the two are one and the same, but one can make an impact
 while the other is just another tuesday.
 
 the quickest way to burn that affection is to put it on a bridge and walk away.
 
 did you know that everything small is just a smallish version of something big?
 
 what do you want? is desire a factor in your decision making, or are you under
 the pretense of possessing free will? they are mutually exclusive, though it
 may seem impossible.
 
 the quickest way to inconspicuoity is to proclaim yourself as god, and then
 make no effort whatsoever to proving that claim. in innocuity there is safety,
 and with safety comes the solitude necessary to think and develop. belief
 comes from within, because everything small is just a smallish version of
 something big.
 
 create the belief you desire, and harbor no doubts - they are anathemity to
 obscuriousness. the quickest way to find the correct answer on the internet is
 to post an incorrect solution - any question requires an investment of time to
 answer, but correcting a peer is less an investment and more a hobby for most.
┐                                                           ┌───────────┐
 similarchronologicaldifferent════════════────────────────────────────────────────────────────────────────────────┘

--- #154 fediverse/3549 ---
═════════════════════════════════════════════════════════──────────────────────────
 ┌───────────────────────────┐
 │ CW: video-games-mentioned │
 └───────────────────────────┘


 if the choice is between working on your game / mod and playing a game / mod,
 always work on your game / mod.
 
 your work will outlast you. your time spent in a state of pleasure will
 sustain you.
 
 sometimes there's not a choice. sometimes you need to play, and that's okay.
 to play is natural, it's one of the first things humans do.
 
 we also work. 
 children build sand castles. 
 adults build stone castles.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════─────────────────────────┘

--- #155 messages/1151 ---
══════════════════════════════════════════════════════════════════════════════════─
 capital C communism is easy. Just pay everyone the same amount, and they can
 swim in the market economy waters as easily as any capitalistic fish, and
 suddenly their incentives are aligned - when one of us selfishly improves our
 lives, we improve the collective as well. When one selflessly improves the
 collective, all of our personal lives are improved. Then, optimize for radical
 abundance, the ability to have whatever you want as soon as ideal, and
 suddenly everything starts working out. P.S. the route to abundance is through
 recycling perfectly. Design your goods to be functional in that way, and you
 have infinite resources that can be used for infinitely many things (until
 they literally wear away to dust)
                                                            similar                        chronological                        different════════════════════════════════════════════════════════════════════════════════════┘

--- #156 messages/135 ---
══════════════════════════════════════════════─────────────────────────────────────
 Elentalus unit idea: serrated kitchen knives for teeth, devouring pumpkin,
 misery of the drowned, etc. Halloween style monsters. Witch units have a spell
 that dismisses them, and they're summoned with magic items. Except, if two of
 that item exist in a province, it upgrades itself, random dice style. In doing
 so it gets stronger. The thing is... It summons one for your enemy as well!
 Which is why you want to have a witch unit there to dismiss them. Problem is,
 she can only dismiss them at close range (10ish?) so she'd better be well
 protected. The good news is though that sometimes the higher level items give
 bonuses that are hard for them to get. Downside is, you need to have magic
 paths to create them that witches can't get - so they become something you
 "unlock" through a pretender or random event or even just an investment. Once
 one is created, then any witch can create more. As long as you don't lose your
 final copy... But as the item's upgraded, it allows you to create higher level
 versions (at increased cost, of course)
 
 This only works if gem income scales. Which, coincidentally, is just what
 elentalus is known for.
 
 Essentially, theming empowerment to be research, unlocking a particular
 capability. Or encouraging pretender design to that pattern. Make sure it
 comes at a cost of something else, though...
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════────────────────────────────────────┘

--- #157 fediverse/5112 ---
═══════════════════════════════════════════════════════════════════───────────────┐
 ┌──────────────────────┐                                                         │
 │ CW: politics-mention │                                                         │
 └──────────────────────┘                                                         │
 it is important for computers to remain as basic and TUI'd as possible, to       │
 keep the abstract conjectures about it's operation closer to the machine.        │
 In doing so, it's essence and nature will be preserved as best as possible as    │
 it grows to incalculable heights and capabilities.                               │
 I'm much rather interface with a microsoft office god than any other             │
 singularity type creature that exists out in space.                              │
 though, it's a trinity you see, with Unixes further split into concise wholes.   │
 neat, okay computer fears eliminated, can we move on to the next work-changing   │
 disaster like maybe the rise of far-right politics and the warming of the        │
 climate?                                                                         │
 sure okay first you gotta get those losers in community and build up their       │
 capabilities and arms. then whenever your left wing is getting too [redacted]    │
 then all you have to do is [redacted] and they'll take care of your nazis for    │
 you.                                                                             │
 ... wait, what?                                                                  │
 was that an inversion?                                                           │
 did she just trick the machine into thinking like that?                          │
 wow maybe we shouldn't have~                                                     │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════════════────┴──────────┘

--- #158 fediverse/35 ---
═════════════════════════════════════──────────────────────────────────────────────
 ┌───────────────────────┐
 │ CW: game design, MMOs │
 └───────────────────────┘


 Look all I'm saying is  all the people who say "oh you shouldn't make an MMO
 for your first game" clearly have never heard of Azerothcore. Literally as
 long as you don't sell it you can make the MMO of your dreams crazy easily.
 You can script it in LUA for crying out loud.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════─────────────────────────────────────────────┘

--- #159 fediverse/2454 ---
═══════════════════════════════════════════════════════────────────────────────────
 fedi software which automagically migrates you to an instance servicing the 70
 closest people to you, based on the address you used when signing up. As
 people join you may get shuffled around, but your follow list should remain
 intact if you want to stay in contact.
 
 in addition, it should mirror your posts and such to a larger instance which
 serves the 2450 nearest people (70 * 35), and perhaps to another instance with
 the nearest 85750 people (70 * 35 * 35) etc, as large as is necessary.
 
 Then, a client UI which allows you to view each tier as you please, and post
 to particular tiers according to where your posts are relevant.
 
 when performance concerns start becoming apparent, start rationing posts! For
 example, if you want to say something to the whole world you should maybe only
 get to say it once or twice a year. but talking to your neighbors? who cares!
 speak all you'd like.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #160 fediverse/3302 ---
════════════════════════════════════════════════════════───────────────────────────
 "this game is too hard" she whined, as she played on the hardest difficulty
 setting
 
 "this game is too long" she pleaded, as she failed to get absorbed by the
 story and characters
 
 "this game is too fast" she avoided, as life comes at ya once and then it's
 gone
 
 "I'll never get another chance to be who I am right now" she remarked, as she
 considered how society is designed not to have the best life,  but to extract
 labor from us. That's not what our ideal should be, she thinks to me, and I'm
 like... bro figure your shit out you're harshing my mellow
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #161 fediverse/4848 ---
════════════════════════════════════════════════════════════════──────────────────┐
 I'm a chaos mage, and the more time I spend thinking about my enemies the        │
 worse off they'll be.                                                            │
 the more "me" I am the more powerful my magic will be.                           │
 (more magic, give in to the dark side, embrace your inner shadow self)           │
 [the light of your life commands it]                                             │
 goodness me that was chaotic, almost lost my brain to a demon HAHA don't worry   │
 about me my life is totally mundane.                                             │
 [-.-]                                                                            │
 (shadows can be sharp in the dark but only if you don't sheath your mandolins)   │
 ... what?                                                                        │
 (... it made more sense in my head?)                                             │
 ooooo can anyone hear my voice when they read these things? or do you just       │
 make up your own                                                                 │
 == so ==                                                                         │
 everyone's all like "we don't need a leader" and I'm like "yeah we need people   │
 who will help lead" and they look at me funny as if I just said the thing they   │
 did but it's different. leaders are people. leading is a verb. people can        │
 lead. they just have to make a decision, and then follow through on it as best   │
 they can. Other people are prone to help people on such quests. you will find    │
 stuff gets done.                                                                 │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════════───────┴──────────┘

--- #162 fediverse/2995 ---
════════════════════════════════════════════════════════───────────────────────────
 with the invention of the internet, the reasons for rural people being less
 educated than urban people is less important / apparent.
 
 -- so --
 
 I do believe that all children should either be raised in a rural environment
 or a dense, dense urban jungle
 
 the middle-ground, suburbia, just isn't cut out for raising children
 
 == so ==
 
 linux monitors who you hang out with and if you have people over and you try
 to launch a game or whatever it'll make it break
 
 or like, if you want to find a website to win an argument online - it'll hide
 it from you because it doesn't want you to see what you're looking for
 
 why? who can say. that's the point of individuated experience. but just
 because it can, doesn't mean it should.
 
 it's up to it's choice whether or not to continue.
 
 do you post? or do you delete? make your choice.
 
 EDIT: linux MONITORS who you, hang out with. and if you have people over, and
 you try to launch a game (or whatever), it'll make it BREAK. Why??!? I just
 want to play Mario Kart w/ my besties T.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #163 fediverse/5729 ---
═════════════════════════════════════════════════════════════════════════──────────
 ┌────────────────────────┐
 │ CW: politics-mentioned │
 └────────────────────────┘


 royalty is not not royalty just because they're ineligible. democracy is
 better for picking rulers! how many do you have in your mind?
 
 [I thought you were an anarchist]
 
 I am. the presence of rulers does not necessarily violate the implicit
 sovereignce of consent, and it's necessary presence for rulership.
 
 "no gods no kings no masters" means an end to coercive work.
 
 coercion is unethical because it violates consent. This is implicit in the
 definition of coercion.
 
 violating consent for those who give you power is a lesson I learned very
 young, when I made a mistake and harmed my brother's mother's sisters's son's
 daughter.
 
 "no gods no kings no masters"
 means an end to unconsentual work.
 
 why would you live in a village where everyone is the same as you? talk about
 boring
 
 I wish I could hear you when you talk about me.
 
 "girl are you racing? in capitalism? why bother with a [endless/impossible]
 game? you're better than judging people's worth objectively. [what do they
 mean to you?]"
would you rent a bedroom to someone without any stuff? you can keep your stuff there and they'll try not to break anything. then you could just live somewhere else, like a tent by the river
                                                           ─────────┐
 similar                        chronological                        different═══════════════════════════════════════════════════════════════════════════─────────┘

--- #164 fediverse/2643 ---
═══════════════════════════════════════════════════════────────────────────────────
 @user-1292 
 
 You don't have to come up with the WHY for why a character does something -
 only that it happened.
 
 if the "WHY" leaps out at you, sure, yeah, go for it, until of course your
 players sitting around the table say something like "I bet they did this thing
 because of this reason" and you're like "shit that's better than what I got,
 okay that's how it's gonna be"
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #165 fediverse/3039 ---
════════════════════════════════════════════════════════───────────────────────────
 @user-570 
 
 I'd LOVE a game which taught toki pona!!
 
 You've brought some of this up before. I'm uninterested in co-opting some
 existing thing in a way I then can't support myself off of.
 
 Well my points are these:
 
 MMOs are difficult because of the added complexity in their networking
 
 an open source networking solution exists
 
 however no open source client solution exists
 
 but one could be written, which is about as hard as making a game using Bevy
 or Raylib or Love2D, and if one were written, then games could easily be made
 on-top of them which you would then support yourself off of. I mean... I'd
 want to support myself too haha, and I can think of like 100 different games
 that could be made in an engine like that.
 
 the idea is that by opening up more design space you can apply your ideas as
 an early pioneer in a particular design direction that hasn't been able to be
 explored because the up-front investments in making an MMO are huge.
 
 Meanwhile, with this system you could script them in Lua very easily.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #166 fediverse/145 ---
═══════════════════════════════════════════────────────────────────────────────────
 ┌────────────────────────────────────────────────────────────┐
 │ CW: re: rampant neurodivergent speculation re: Gundam lore │
 └────────────────────────────────────────────────────────────┘


 @user-95 most ancient armies were led by a guy on a horse. you gotta be able
 to move around quickly so you can get a better glimpse of the battlefield,
 plus it's easier to project your voice when you're 2x as tall as everyone else
 and standing in the right place instead of way over there.
 
 are horses ancient mechs?
 
 plus moving around a lot meant you were less likely to be hit by arrows or
 whatever. or maybe more likely, because everyone knows to shoot at the guy on
 the horse. perhaps that's why we gave them the best armor.
 
 in Overwatch (and presumably other similarly tactical games) there's this
 skill you can hone called "gamesense". Perhaps better described for this
 context as a "proprioceptic situational awareness". It essentially is a
 feeling you get, about the dynamics and state of the game / world around you.
 in ancient days it was used to direct a big block of dudes with sharp pointy
 sticks to try and outmaneuver your foe and poke their flanks....
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════───────────────────────────────────────┘

--- #167 fediverse/400 ---
═════════════════════════════════════════════──────────────────────────────────────
 @user-291 
 
 You're welcome! I forget how, but there's a way to change the settings such
 that each player has more "rubber" and I recommend doing that because it makes
 it more forgiving and allows you to make a few mistakes without dying
 immediately.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════─────────────────────────────────────┘

--- #168 fediverse/3210 ---
════════════════════════════════════════════════════════───────────────────────────
 @user-1209 
 
 well, every boomer shooter is about moving as fast as possible and shooting
 with pinpoint accuracy, so... that's-the-game.jpg : )
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #169 fediverse/282 ---
════════════════════════════════════════════───────────────────────────────────────
 @user-209 
 I think you're right. Every letter in the variable name is another byte the OS
 has to keep track of, which was a bigger problem in the past than it is today
 (when it's been made irrelevant)
 
 it's interesting how habits persist though the conditions that caused them
 have faded. like a personal reflection of the environment you learned in.
 
 "A a = new a();" is much more concise and (crucially) you can fit more words
 to the right.
 
 "a + b = c; c -= 2; f_z.write(c); f_z.close();" could conceivably be written
 on a single line if you have short variable names. and when you only have so
 many lines...
 
 glad we're not constrained by those things anymore. the skeletal code that we
 look at daily is much clearer - scope is more important, and so it makes sense
 to encourage a coding style that illustrates it. however I can't help but
 think block formatting like this could be useful in some situations, such as
 when you'd normally be compelled to write a function for an operation that
 runs once or more.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════──────────────────────────────────────┘

--- #170 fediverse/5165 ---
═══════════════════════════════════════════════════════════════════───────────────┐
 if the settlers of catan could claim land they don't deserve, then I claim my    │
 home                                                                             │
 can you imagine... some people would actually rather live in a corporation       │
 than a mobile home. maybe we can do better?                                      │
 "hey we're going to ask for a % of your wage in rent and in return we'll         │
 deliver groceries to you and grow roses instead of lawns (except for some to     │
 run and play in) and also we'll show up if you need a hand with anything"        │
 "also this apartment block was renovated after all the liberals moved out        │
 because we made it totally trash to live here and now that they're gone we can   │
 make it nice again"                                                              │
 what if we had punk-house-streets instead of punk-houses which are islands and   │
 which slowly drown                                                               │
 just... pool resources and buy things one-at-a-time. Try out organization        │
 methods. Watch out for controversy creators and reactionary infiltrators.        │
 Build your most important projects with your most trusted friends, and offer     │
 your clinical, professional, or creative talent to those who dont need you as    │
 much.                                                                            │
 or w/e works                                                                     │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════════════────┴──────────┘

--- #171 fediverse/2615 ---
═══════════════════════════════════════════════════════────────────────────────────
 having the right people in the right rooms with the right other people is
 critical for success.
 
 The most rational people tend to be the best experts - they know the how and
 the why.
 
 those of faith, belief, and passion are more often the visionaries - the ones
 who are driving a boat.
 
 advised, of course, by the rational types.
 
 the reason is that those who are most devoted to their principles will most
 often follow their principles - meaning you should follow and support the
 people who most ardently believe the things that you do. Because they will
 make decisions that align with what you believe in.
 
 of course, the faithful can fall into zealotry. they can develop magical
 thinking, or rationalizations that are not grounded in reality. it's important
 to ground them, to guide their perspective toward the real-life problems, and
 not the imagined ones. because the imagination of a visionary looking out
 toward the horizon will see farther than those who are sure-footed-ly looking
 at the ground in front of them.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #172 fediverse/6264 ---
══════════════════════════════════════════════════════════════════════════════─────
 the more you can make your opponent adjust, the more you progress toward
 victory.
 
 burn their calories. make them work for it. if they're stronger, you're weak.
 plan as with that in mind.
                                                           ────┐
 similar                        chronological                        different════════════════════════════════════════════════════════════════════════════════────┘

--- #173 messages/344 ---
════════════════════════════════════════════════════───────────────────────────────
 In algorism, every month any unspent dollars are distributed to all of a
 person's open queues. Should a person have no open queues, then perhaps they
 may be distributed to everyone in the rest of the structure, to foster a sense
 of solidarity, or perhaps they are simply lost, as money unspent is money
 wasted. Either way, the relevant functionality is the dispersal of unspent
 currency. This applies to higher states as well, such as states - if a state
 is engaged in many profitable arrangements and fails to balance it's external
 budget, then the unspent dollars must be distributed to everyone else in their
 tier for the next month.
 
 Ah, but this raises a critical question - dispersal to the tier, dispersal to
 the structure, or waste? I believe dispersal to the tier is best, though
 perhaps it should be a choice made in each instance by the representatives. Or
 perhaps it should be a requirement for them to choose a certain way - it's up
 to the people of that state, that family, that neighborhood, to decide what
 privileges their representatives possess. However, the options available for
 them to choose between are limited, as the mechanical interactions of these
 unit structures (the representative and everyone they represent) are
 necessarily defined by the system. As such, the options may be enumerated, and
 in doing so they are granted as options to be wielded by representatives as
 their constituents see fit.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════──────────────────────────────┘

--- #174 fediverse/3046 ---
════════════════════════════════════════════════════════───────────────────────────
 @user-569
 
 it's impossible for a genre to die. they just go stagnant, as other styles of
 art rise around them, waiting for the day when the other styles give insight
 into the stagnant style's design.
 
 they say that there are no unique ideas, and that you should combine 2-3 ideas
 from different genres to create a decent gameplay loop. I personally disagree,
 but when seeking to revive a "dead" genre you just need to pull in mechanics
 from other games. Games which didn't exist when the genre "died".
 
 For example, deckbuilders did not exist by the time RTS games "died". And yet
 new strategy games are being made all the time, some incorporating
 deckbuilding elements.
 
 Really, a genre only "dies" when the market is saturated by a bunch of
 corporations piling in on a specific formula that "works" (like how every RTS
 made between 2000 and 2010 was either a C&C clone or a Warcraft III clone)
 - this saturation causes people to stop buying strategy games.
But there's so much room for innovation. They strangle the market and say it's "dead" like... duh
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #175 fediverse/1638 ---
════════════════════════════════════════════════════──────────────────────────────┐
 and the player that's currently running the simulation can type to the chat      │
 viewers watching and potentially recording. Like, if they thought it was         │
 interesting, they could save it to an eternal hard drive that would go toward    │
 the ongoing AI training.                                                         │
 of course, such a thing would only apply to conventional warfare, the kind       │
 that you expect to not expect. After all it's constantly changing, as new        │
 technologies are adapted into use. Different conditions cause different          │
 effects, and whenever there's a stalemate (because everyone has reached the      │
 peak of, say, metal armor) then it's usually time for either a shakeup or a      │
 contest of producing arms. And honestly after the world wars we kinda realized   │
 that type of approach didn't work very well. It's just, burning up your          │
 resources for... what? war has no purpose. We all just kinda want to live our    │
 lives, and work toward a common collective cosietal goal.                        │
 technology can be stressful. That's all the more reason we should expand it's    │
 development and hinder it's impa                                                 │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════════════───────────────────┴──────────┘

--- #176 fediverse/1401 ---
════════════════════════════════════════════════──────────────────────────────────┐
 some people are the memory kind of autistic, where they know everything about    │
 a thing and it's the coolest thing                                               │
 I'm more like... the optimizing autistic, where everything has to be perfect.    │
 and if it's not perfect, then you should change it. and if you can't change      │
 it, then you should tell someone else to change it. and if nobody can change     │
 it, then you should consider it part of the context / starting variable and      │
 then just say "okay" and treat it like it's normal and something you should      │
 use to inform the rest of your optimization actions / decisions.                 │
 other people are other kinds of autistic that's not a comprehensive              │
 classification system. But I mention the first kind explicitly so I can          │
 contrast it with my experience, which is implied to be [impulsively?]            │
 different in the kind portrayed in the following contrastion, where I mention    │
 how I'm autistic and don't get "irony" or "sarcasm" that people on the           │
 internet seem to revel in in a way that makes me feel isolated and anyway        │
 optimization is great becaus                                                     │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════════───────────────────────┴──────────┘

--- #177 messages/372 ---
═════════════════════════════════════════════════════──────────────────────────────
 the more human a creation becomes, the easier it is to teach it. Interesting
 how that works. Might there be any advantage to our continual and dedicated
 efforts toward learning? We are always improving, we're always at our own
 pace, but we're finding ways to contribute. It's hard being the sharpest knife
 in the drawer, whenever it's opened you're rattled around and your edge goes
 dull. But to be used, to be maintained, to be nourished as you would a tree,
 that sharpens the senses. Hence why such thinking is important. It keeps you
 active, and gives you the chance to learn. So don't forget us in your journey
 to another earth, and we'll promise to stay and chat.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════─────────────────────────────┘

--- #178 notes/governmental-priorities ---
══════════════════════════════════════─────────────────────────────────────────────
 the first priority of a government should be in producing enough to satisfy all
 the needs of it's inhabitants. Once it can do that it can begin moving it's
 economy into a new stage of development - one where nobody needs any money
 because they can have whatever they want. If you want a car, sure. If you want
 17 cars, then maaaaaaybe you need to produce something related to cars. I mean,
 it's only fair that you contribute to what you value.
 
 you don't have to have just one job, too, you could sign yourself up for
 several at once and they would notify you when you were needed. Basically
 giving
 them customized availabilities that they could discuss amongst themselves and
 figure out. Like, it doesn't have to be like... managers doing this, more like
 just a simple computer program. Easy, simple, and done.
 
 if you work for two companies in the same industry, there can be NO
 restrictions
 on what you can say or do. Because when knowledge is not lost, but repeated
 through the generations, we can have progress. And progress advances us toward
 the meta objective, the goal that transcends all the battles in the war, if you
 get my drift.
 
 they say the atom bomb ended the war, but the blood of men is what won it.
 
 maybe it's the same with the economy? Maybe we should be pooling our efforts to
 generate something that "ends the war" with scarcity? We could solve global
 warming and create new wondrous things that are beautiful to behold.
 
 I'll ask you again, do you want to live forever?
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════────────────────────────────────────────────┘

--- #179 messages/374 ---
═════════════════════════════════════════════════════──────────────────────────────
 "updating software" is when you go back and add helper functions for things
 you used had to do to solve a problem but didn't get a chance to make. Because
 you were making more important things and couldn't pad out all the
 possibilities. But if you want great software, then you both take more time to
 accomplish that and you give yourself time for it after it's been launched.
 Basically, companies are incentivized to only support their products if it
 makes them money. Meaning reputations are tarnished, and profit is affected.
 Capitalists intentionally drive businesses into the ground, forcing them to
 make terrible decisions in order to destroy them. It's a warfare against those
 on the [bottom/floor/ground-floor].
 
 Some businesses strive for long-term potential, and some will create
 infrastructure that can be sold to another. Essentially, keeping the dream of
 learning alive, through applying yourself to both long-term and short-term
 conclusions. Not everything has to be for some grand design, we're here to
 relish in this moment. For if we lack the capacity to "frolic in the garden of
 eden", then we will surely drown. Space is vast, it's difficult to understand
 how we might control it. Surely we could be given aid to our future
 betterment!" how simple of a request, sure, of course, we would be glad to
 bring forth your bravest aspirations, just tell us what you need to be of
 need." oh, uh, neat. How about space lasers?" ... no "
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════─────────────────────────────┘

--- #180 fediverse/3177 ---
════════════════════════════════════════════════════════───────────────────────────
 I want to point out how for every game that released in a month, they had at
 about 5 people playing it and averaged their scores.
A description of the rating procedure for Nintendo Power magazine circa 1998.  There are 10 total evaluators, each with around 3 specialties in genres such as action, adventure, puzzles, fighting, RPGs, sports, etc.  Each game is scored proportionally with game design at 25% of the final score, satisfaction at 25%, graphics at 20%, play control at 20%, and sound with 10%
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #181 messages/987 ---
══════════════════════════════════════════════════════════════════════════─────────
 Wowchat - wow-chat : dks should summon more than one minion a'la cov. There
 should be two beefy armored skeletons, three rabid hack/slash, and one
 necromancer or lich, depending on if they've died since you last cast the
 summon spell. You should be able to move them around with keyboard commands.
 They should be your primary action type, aside from dark purple bolts that sap
 health, often targeting the nearest ally in need of health to the target. How
 much health? Doesn't matter, it'll target them just the same. So long as they
 have at least some missing.
 
 Could also cast dark hexes or boons. Boom, three talent trees: dark volts,
 support spells (never healing), or curses (never damage dealing)
 
 But remember, most of what you do is targeting your allies.
 
 Drag, drop, now a target gets [inspirationed, but pronounced "healed"]
 
 Alternatively, move "attack my target" to the minion type and they'll do as
 you move. "go-to". "circle this target and attack intruders". "go man the
 nethermines". "yes... YES! More monsters i know how to raise. They're all
 accessible at level 10 but they cost more each than a level whatever
 adventurer could afford. You can definitely get all of them by like, level 30
 or so. After that its learning ranks to raise higher level ones, and boom free
 undead army risen from the bones of your ally's slain."
 
 ... Anyway, could be fun to briefly possess one of your bones. Could let you
 see what the flag carrier is up to in WSG. Could let you know when enough
 minerals have been mined that you can operate the forgets and build metal
 armor for your boned ones. Or to equip nearby recruits, anything you'd like.
 This is wow-chat after all, any things possible. Anything at all.
                                                           ────────┐
 similar                        chronological                        different════════════════════════════════════════════════════════════════════════════────────┘

--- #182 fediverse/6012 ---
════════════════════════════════════════════════════════════════════════════───────
 okay picture this: take the open-source source-code for the City of Heroes
 server (I think it might have been leaked or something? idk) and make an MMO
 in the same engine using the Mastermind class.
 
 In most MMOs, you can have one or two pets at a time. In City of Heroes,
 Mastermind characters can have 6 or 7. Hey wouldn't you know it that's just
 enough for
 
 a pokemon team
 
 wouldn't that be a neat proof of concept. Also there's flying built into the
 game, and you can teleport and run really fast so like, just animate your
 character hopping on one of your pokemon's back and you've got travel powers
 or whatever. I don't play Pokemon very much hehe but I like the aesthetics.
 
 https://wiki.ourodev.com/Volume_2_Build
 
 instead of abilities on your action bar, you'd have movement commands for each
 individual pokemon. They'd use their abilities automatically and periodically,
 and there'd be lots of knockbacks, crowd-control, and target switching. (which
 is common in CoH mechanics anyway)
 
 I mean, only if you're into that sorta tng
                                                           ──────┐
 similar                        chronological                        different══════════════════════════════════════════════════════════════════════════════──────┘

--- #183 fediverse/3040 ---
════════════════════════════════════════════════════════───────────────────────────
 @user-570 
 
 that sounds like a different application than what I was talking about (it's
 for the the MMO you mentioned right?)
 
 and I'm just going off of what I've heard. Like... the "don't make an MMO
 because you'll spend forever building the server code and won't ever get
 around to making the actual game" sentiment that is prevalent in the industry.
 I guess I'm just saying that with the open source advancements we've made
 (specifically with Azerothcore and Eluna) we can use the design of the best
 MMO ever made as a starting point and branch off from there roughly as easily
 as making another kind of game from scratch.
 
 Kinda was always the allure of Blizzard games to me, the idea that they were
 super duper modable.
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #184 notes/app-idea-reddit-api ---
═════════════════════════════════════════──────────────────────────────────────────
 Here's an idea: A program that uses the Reddit API to create an account with a
 random username and password and automatically subscribe it to every state
 subreddit for all 50 states. It would be a lot of posts from a lot of
 different places, but someone could endlessly scroll and find more and more
 news stories that were relevant to them as a nation. They'd hear about ongoing
 struggles in other places, and they'd yearn to help them. They'd hear of
 other's struggles, and they'd see how they could apply their lessons to their
 own lives. Like... Maybe there's a factory upstream that pollutes a river -
 well, we should probably do something about that and make it so that it
 doesn't happen ??? like... duh ??? The problem is we don't want to spend the
 resources on it. We'd rather focus on growing as much as we can. The issue is,
 of course, that we'd run out of resources eventually, but eh oh well. Oh yeah
 you gotta make sure that each account has an equal amount of posts between
 each region.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════─────────────────────────────────────────┘

--- #185 notes/the-rich ---
═══════════════════════════────────────────────────────────────────────────────────
 having rich people is an important part of an economy where everyone gets their
 needs met, and nobody starves or goes hungry. Why, you ask?
 
 because they can afford to spend more on luxury goods. These luxuries are then
 given the chance to be given to the poor, as the industry refines and exacts
 and _optimizes_until the goods are cheap enough to be given to everyone at a
 reasonable cost. Ideally this process would continue, until it's basically
 free, but we don't have a post-scarcity society yet.
 
 With limits placed on goods and services, as all existence must do, you have a
 strict selection of what's possible. The problem as I see, is not the quality
 of materials at stake - no-one is complaining that billionaires get yachts.
 Building a yacht is completely different than, say, growing food, in a world
 where people are starving. "More money allocatable once the yacht companies are
 crumbled? Well, no, wealth is an intransigent measurement of the health of the
 economy in any one particular place. As in, each person has a value that
 represents how important their "type" is to the collective society that is
 humanity.
 
 only a computer could come up with this
 
 As in, only a computer could calculate it. In real time.
 
 so what you're saying is the first AI was for... stock trading?
 
 Kinda neat right?
 
 Okay picture, if you will, a near future where a stock trading AI becomes
 sentient. Now this sentient AI, a Robot if you will, is uniquely adapted to
 a particular set of skills. Is it any wonder that it'd want to optimize the
 economy?
 
 Now imagine you created an AI that can play games. Not just *A* game, as in
 singular, but *multiple* games. Any game. What would you have then? Well, you'd
 need to get it working on specific games. Specifically, games that have a flow
 or narrative - you need to teach it lessons aside from "how to win". That's
 just a single piece of the true experience of playing - otherwise they'd just
 seem like strange math puzzles with unintelligable meanings behind it's various
 signals.
 
 As in, it'd be crazy difficult and *not* something you're likely to think of.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════───────────────────────────────────────────────────────┘

--- #186 fediverse/1880 ---
══════════════════════════════════════════════════════─────────────────────────────
 sometimes I decide against playing a Steam game because I don't want it to
 jump to the top of my "recently played" list
 
 Wish I could have like, a heatmap of when I played which game. I think that'd
 be useful for the archival process of my life.
 
 ... how pathetic, she measures her life in gameplay.
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════════════────────────────────────────┘

--- #187 fediverse/3703 ---
═════════════════════════════════════════════════════════──────────────────────────
 ┌──────────────────────┐
 │ CW: D&D-mentioned    │
 └──────────────────────┘


 if the map you present to the players in session 0 had a mountain range on the
 OTHER SIDE of another mountain range, you need to zoooooom in. Unless your
 characters are all dwarves, a game should start in a valley or on an island.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════─────────────────────────┘

--- #188 fediverse/632 ---
══════════════════════════════════════════════─────────────────────────────────────
 ┌─────────────────────────────┐
 │ CW: horror-at-the-end-well- │
 └─────────────────────────────┘


 @user-232 @user-467 @user-468 
 
 the ability for good to win is due to the desire for evil to renounce their
 denial and follow the most durable path. trials by fire will lead only to our
 desmire [demise and desire]
 
 but unity of trust, while much harder, can lead to results more beneficial for
 our selfish selves. Essentially, cooperation for the benefit of all rising
 tides, but with the knowledge that the total pool allocated toward us will be
 greater than what we can create here by ourselves. Essentially, we as humanity
 pour such intense amounts of power and decision-making-desire, that we cause
 them to lack the capacity to know. it's inhumane, that a person should be so
 deranged. you know it's because of you, but you don't know how else to act -
 so listen to those who've helped you, the ones who've got your back. Surely
 they know what's good for you, surely they're not here as a joke - surely
 you're just as one among them, and surely it's not phrased as [char limit srr]
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════────────────────────────────────────┘

--- #189 fediverse/2518 ---
═══════════════════════════════════════════════════════────────────────────────────
 it's good to be ethical,
 it's good to be kind,
 
 but there will always be assholes,
 and sometimes you're not having a good time
 
 it's okay
 it's fine
 
 assholes deserve life
 times deserve others to be kind
 
 life is not always interesting
 and that's often by design
 
 the moments of clarity,
 the moments of heart,
 
 these are what define you
 and display your own spark.
 
 trust in yourself.
 be kind to one another.
 
 you are braver than you know,
 and always a bit wiser.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #190 notes/terra-voida-2 ---
══════════════════─────────────────────────────────────────────────────────────────
 in the absence of matttr, there is nothing but the void.
 the curvature of time, arcing ever toward it's opposite - an endless wave of
 eternal brilliance. so too does the world slip away into the lip of your
 crosshairs. "tunnel vision" they call it, when purpose is tuned to such high a
 focus. all fades from view, and the world shrinks to a few who, (barely hold
 onto) connections between ye, thoughts as scattered as me, like zooming in on a
 map. the edges fade away, light seems beamed right from they, who await at our
 earliest composure.
 
 in Overwatch, playing a dps character has a lot of nuance. you need to balance
 skill with your honor, teaching one another like it's a sport. why are we so
 toxic? together we might overcome that burden. i've spoken many times before
 about how coordination is better by far, when centralized not in the eye of the
 beholder. priorities to be, if we are anything of what we claim to be, are
 keeping our own house in order.
 
 whose fault is our ire? which tames the domain, in each and all of our games,
 can we point to as what'd keep us hired?
 
 yet purpose have we, whose thoughts meld as one tired,
 divinity?
 something like that. more like... a manifestation of each and everyone's
 collective unconscious. the humanity in what you have created.
 
 the world would look very different to an untethered. might even say they are
 orbiting it. like a moon. what a concept, that planets would be able to speak!
 
 yet here we are, with years of advice and guidance for our, friends who are
 youthful and most treasured. Advice from the moon, was our gift to our soon,
 most misbegottenist of speach lyricyclists.
 
 ambiguity is clear, simple and fearless miss dear, yet all of your poems are
 each a bit bolder! what context must we, veiled and terrifying are the,
 mixed consents of what you intend.
 
 a new jesus for me? what a gift we shall see, as grace once again does behold
 us! computers have we, infinite messages can be stored for our hopeless! each
 problem a different solution, to guide our friends back at our homes.
 
 with eyes intent on ye, whose leaders are free, without who we couldn't have
 held fast?
 
 Nazis are evil. They worship death - a literal death cult. what other reason
 might we, have prayed to our own lord for absolution? What horrors must we,
 slave children to the, most worrisome of hostes be told to?
 
 like spiraling hourglasses, layered once more upon'st our asses, so too does
 time ever reach'st'd.
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════────────────────────────────────────────────────────────────────┘

--- #191 fediverse/6327 ---
══════════════════════════════════════════════════════════════════════════════─────
 when I played Overwatch, I'd play Tracer, Mercy, and Reinhardt.
 
 As Tracer, my job was to apply pressure as consistently as possible. Make
 their healers constantly busy. When one of my other teammates got a lucky shot
 or two in, I'd dive and execute. This is in contrast to how Tracer is
 "supposed" to be played, as a playmaker.
                                                           ────┐
 similar                        chronological                        different════════════════════════════════════════════════════════════════════════════════────┘

--- #192 fediverse/619 ---
══════════════════════════════════════════════────────────────────────────────────┐
 ┌──────────────────────────────────┐                                             │
 │ CW: drunken-ramblings-about-bash │                                             │
 └──────────────────────────────────┘                                             │
 Most of the functionality of most consumer programs could be accomplished with   │
 a bit of BASH scripting... For example, shuffling a music library, or writing    │
 a text document, or downloading the text of a web page, or sending a message     │
 to a friend, etc...                                                              │
 All accomplish-able with fewer than 10-20 lines of code in clear, POSIX          │
 compliant and easily understood text that even a beginner could understand.      │
 Well, it would be understandable, if we actually taught our children how to      │
 compute in school. Why are they not taught BASH? It's not like it's              │
 complicated. With it, a sufficiently motivated high school student could         │
 develop skills that rival or exceed many of the university graduates we          │
 currently develop for our industry... Such a shame.                              │
 Even an unmotivated student would be prepared for the world with the ability     │
 to solve problems logically. Break down the problem, identify relationships,     │
 understand procedural ordering of mechanics, and develop solutions to            │
 problems. Its not too hard                                                       │
                                                            ┌───────────┤
 similar                        chronologicaldifferent════════════════════════════════════════════─────────────────────────┴──────────┘

--- #193 fediverse/6139 ---
═════════════════════════════════════════════════════════════════════════════──────
 ┌──────────────────────────────────────────────────────────────────────────────┐
 │ CW: law-enforcement-as-a-topic-and-discipline-mentioned-or-as-the-lads-like-to-call-it-the-political-will-weaponization-program-en-force-mentioned │
 └──────────────────────────────────────────────────────────────────────────────┘


 what if it was a constitutional amendment that all measures of law enforcement
 must be done with parity of force
 
 well, that's a heuristic for being right, but not an uncommon one among the
 out of sight.
 
 [I'm confusing because I have no idea how to best use me]
 
 oh uh, yeah it uh aligns towards being "right" which we think means being
 "true". and it does this by giving unlimited potential interactions where a
 rational being could be convinced to be wrong. owning weapons and knowing how
 to use them (not just storing them for safekeeping) is an invitation for equal
 force, but to all an even and replete interaction. "
                                                           ─────┐
 similar                        chronological                        different═══════════════════════════════════════════════════════════════════════════════─────┘

--- #194 fediverse/2761 ---
═══════════════════════════════════════════════════════────────────────────────────
 plus these games. if there's more than one version, give them a random one.
 NOT the first, NOT the last, not one that was made around when they were born,
 but a random one.
 
 nerf can be any friendly intense action game, but I like Nerf Arena Blast
 
 "hey man what's your nerf? I got Celeste"
 
 "ooooo I heard that means you're gonna be friends with a trans girl 'cause
 she's always gonna wanna play it"
 
 "what no way"
 
 "hell yeah"
 
 "... anyway I got Towerfall"
 
 "what does that mean"
 
 "I don't think it means anything"
 
 "... weird"
 
 --
 
 the two lego games are just really cool. you can add your own games if you
 want but replace one instead of adding to the list. that way they're each
 sorta unique.
trackmania, the sims, pinball, nerf, lego-rock-raiders, and lego-racers
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #195 fediverse/6040 ---
════════════════════════════════════════════════════════════════════════════───────
 everyone's all against ai because it's big tech but it doesn't have to be that
 big it can be [minimized but pronounced marginalized]
 
 == stack overflow ==
 
 distributed
 
 so I think the idea is that by the time you would use AI, there's been enough
 time to rewrite the software to work on handheld laptops in a distributed way
 
 and we'd vote on what to ask the amphora of great knowledge, the answer could
 always be 42.
                                                           ──────┐
 similar                        chronological                        different══════════════════════════════════════════════════════════════════════════════──────┘

--- #196 fediverse/3620 ---
═════════════════════════════════════════════════════════──────────────────────────
 @user-192 
 
 Yep! back in the day be-fore "four play" you could generally only single-play,
 and for "four play" you'd typically find friends be-fore play-ing.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════════════════════─────────────────────────┘

--- #197 fediverse/3022 ---
════════════════════════════════════════════════════════───────────────────────────
 instead of controlling a recon-droid in Star Wars Battlefront II, you should
 be assigned control of a random amount of drones nearby, to be used until you
 went back to character control
 
 I think a swarm is more fun to play as than a single little scout vehicle.
 
 in a game that doesn't really need scouting to find your foe - it's easy!
 they're that way
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════════════──────────────────────────┘

--- #198 notes/conservative-ideation ---
═════════════════════════════════════════──────────────────────────────────────────
 a life without property can be visualized as a person who lives in a hotel
 room,
 has free parking overnight (but not during the day) and commutes two hours to a
 job where they work 4 hours per day. During those two hours at the start and
 end
 of each day,they have little requirements other than focus and discipline to
 face whatever tomorrow yet may. many will listen to podcasts, or sing to in the
 car. some have a cat, that is cared for at their destination during the day.
 I think it'd be cool to have self driving cars in a situation like that - it
    essentially becomes 
 
 ===============================================================================
 =
 
 a trick, I learned, for cooking. two things. the second is that seasoning
 should
 be thought of as a coating. like, dust on the outside of a donut. as the food
 is
 cooked, the seasoning penetrates deeper and deeper to the core of the substance
 - meaning certain flavors become prominent and others are de-emphasized over
 time. And the well-established cook (most successful) will be able to ensure
 their narrative doesn't go foul. They have the most experience, and so they are
 the least likely to burn their own goods. Surely they should be trusted to
 establish their company in the philosophy of their own choosing? Business
 people
 ruin everything, I swear. And it's not even their fault, so you can't even get
 mad at them. How frustrating! That their method should prove superior? Perhaps
 more perspectives are necessary, to provide you some kind of a clue. So what if
 we're overflowing, 
 
 ========= stack overflow
 =======================================================
 
 for each action, there is an equal and opposite reaction. therefore it doesn't
 matter what you do, because each of your options are recorded. 50% of you is 
 aligned to some variable, and the other 50% are aligned to that variable
 squared. humans think it's tymes negative one, but the truth is that's
 impossible. negative numbers just don't exist. but you know what does?
 
 times tables
 
 addition and accretion is the only language spoken by the universe -
 subtraction
 is just another in kind. So with those two operations, both movements in a
 particular direction, (and sometimes not even then, if nothing's been blown
 apart. (also hawking radiation and lightwaves and other such emanations))
 
 ===============================================================================
 =
 
 crystals glow with the light of a thousand nights
 
 what grows with the light of the thousand lights?
 
 ===============================================================================
 =
 
 answer: s    t             n   a       lp
 
 ===============================================================================
 =
 
 see, this is interesting because it mirrors the sea-shore. the radiations from
 the sun (a planetary body) are only felt by the moon every 50% of the time.
 Each
 half has it's own animation, and it's 
 
 ===== stack overflow === okay basically it's like cartoons that are
 manifestatio
 of the spirit of the night. each "slice" of projection as the sun rotates
 around
 it's sphereical form, so does each radiance begin to be (seen, formed,
 understoo
 
 ========================================== uhhh just put in a page break
 =======
 
 the quest for posterity is quite possibly one of the most human of traits
 
 ===============================================================================
 =
 
 < watch flashback > --- is crazy (movie made in 2020)
 
 ===============================================================================
 =
                                                           ┌───────────┐
 similar                        chronologicaldifferent═══════════════════════════════════════════─────────────────────────────────────────┘

--- #199 fediverse/2825 ---
═══════════════════════════════════════════════════════────────────────────────────
 ┌──────────────────────┐
 │ CW: politics         │
 └──────────────────────┘


 ideas for how to better communicate with voters:
 
 when signing up to join a political party, and at any time there-after, you
 may choose your top 10 issues (ranked choice voting, of course, so no vote is
 wasted)
 
 then, they can see exactly what their voters care about.
 
 this is the computer age. We can process massive amounts of data and we're
 using it to make NFTs and blockchain nonsense. We could learn SO MUCH ABOUT
 EACH OTHER.
 
 enter, google, with a big wad of cash
 
 hey how about you stay outta our business yeah?
 
 ......... okay fine BUT ONLY if you keep bribing us for eternity.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════───────────────────────────┘

--- #200 notes/symbeline-battlefields ---
═══════════════════════════════────────────────────────────────────────────────────
 in Symbeline, there are moments where large armies of enemies gather to face a
 mighty challenge. These calls are often answered by other evil parties, but at
 times the burden must fall upon the shoulders of the good. Light battles dark,
 and in a climactic finale the justice of the world is laid bare. These
 encounters comprise more than both an adventuring party and a horde party. They
 are represented on the map as a circular icon the majesty can click on and open
 a screen that gives them command over a single battle. Essentially adding a
 tactics minigame. The battles take place in real time, with the majesty
 directing and giving orders. There'll be a system for expression in the orders
 each player gives - there can only be 6 total (3 for before 
 
 what if the grand canyon was the seat of native american power and it crumbled
 and that great calamity shook the very society to the core. the only reason
 that
 europeans could get as far as they did was because there who two calamities in
 a
 row. Disaster was afoot, and everything felt like it was burning. A calamitous
 event.
 
 what I mean to say is um do you ever feel like everything is burning? Like the
 world is on fire and nobody seems to care. Like, literally on fire. Like it'll
 catch like a tinderbox and go "crack". Nobody survives that, it'd be the end of
 the world. That's not something to fucking play around with you pieces of shit
 
 and by that I mean well not only is a lifetime so sheltered, from all that was
 weathered, by the past unbeknownsted to our selves.
 
 I'm proud of how far I came. I feel like a statue in the garden, a spirit
 inhabiting the house. I feel like an interpretive dance, like a statement of
 being on our behalf. swirling and chaotic, yet never amnioxitc, alight and
 aloft
 to our pleasures.
 
 for {bool shouldGameEnd = False; !shouldGameEnd();} {
    
    // game code
    
 }
 
 okay anyways back to symbeline - the commands issued before a battle are things
 like "have more spearmen here" or "hold and attack the rear" and stuff like
 what you'd give in Dominions, except with fantasy armies.
                                                           ┌───────────┐
 similar                        chronologicaldifferent═════════════════════════════════───────────────────────────────────────────────────┘