If Programming Languages Were Games [Comic] | Toggl Blog
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The only difference between programming and games is that games have win conditions. But if programming languages were games, which would be which?

“The only difference between programming and games is that games have win conditions.”

Swift is open source, I don’t get the “lesson in corporate greed” angle.

Don’t worry, the artist probably doesn’t, either.

raubarno
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161Y

Haskell isn’t really that hard to learn. It’s just changing the paradigm, that takes a mind shift for the first two weeks, maybe a month.

I don’t play games that much to make such comparisons, though.

darcy
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51Y

i agree. haskell is worth learning because its cool, and the skills/concepts are transferrable, not because the language is in demand

@B0rax@feddit.de
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51Y

So like dungeons and Dragons then

It inspired much, but whoever knows all the rules?

TheChurn
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321Y

Haskell isn’t really that hard to learn

A monad is a monoid in the category of endofunctors

a little category theory never hurt anyone :)

Jack Riddle
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21Y

Gorillions of set theorists are dead, and you have the gall to tell me that it never hurt anyone?

the set theorists were already in pain. category theory freed them from their suffering

I don’t get Dart. It should have been a CS:GO clone

blanketswithsmallpox
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For those using Imagus, make sure to click the link still. The entire comic doesn’t get blown up from the thumbnail.

https://toggl.com/blog/wp-content/uploads/2020/08/toggl-programming-languages-as-games_1.jpg

Appropriately enough, there’s a Java port of Doom.

And also a line printer port of Doom.

I don’t know if I’m joking, because that list leaves out everything relying on the Java port, beacuse there’s too many. So… Maybe in the printer, and maybe not.

FiveMacs
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131Y

Games don’t always have win conditions…

Games by their literal definition have win conditions.

One without win conditions is just a virtual toy. Like sim city.

I wrote a paper on this when studying games technology at university. It’s actually a really interesting area of study.

A game has a set of goals, and you can quit it without dying.

If there’s no set of goals, it’s not a game, it’s a toy.

If you can’t quit it without dying, it’s not a game, it’s real life.

(Does real life have a set of goals? Depends who you ask.)

Technically the goal is for your DNA to spread itself. Everything else is just made up by humans.

That’s its goal, not mine!

Huh. Turns out I use most of my games as toys, not games. I rarely finish games, usually getting a lot of stuff done, high leveled, etc, then just enjoying it until I decide ro start over. I also regularly go back to games like Ark, 7 days, City Skylines, Civ VI(but often strip out ein conditions so I can keep playing), FFXIV, etc.

Sure I make short term goals that I complete, but usually not done everything and complete story to win unless doing so gives me something else to do, like New Game+.

Your point seems obvious - except that Minecraft still had no win condition in beta and was already well on it’s way too becoming the most popular video game of all time.

Makes it feel like the accepted definition of “game” is changing.

I think the term “virtual toy” applies really well for Minecraft.

Like Lego you can set goals for yourself but there aren’t strict win or lose conditions.

But the diversity of what’s possible with video games certainly muddies the waters compared to classic games.

Spzi
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81Y

We also briefly discussed this in Games Master, if only to discover how wide and diverse the range of perspectives are. I feel it misrepresents the subject to talk about a “literal definition”, and to explicitly include “win conditions”. Because there are multiple attempts of a definition, and many do not include win conditions.

https://en.wikipedia.org/wiki/Game

One such example definition:

“To play a game is to engage in activity directed toward bringing about a specific state of affairs, using only means permitted by specific rules, where the means permitted by the rules are more limited in scope than they would be in the absence of the rules, and where the sole reason for accepting such limitation is to make possible such activity.” (Bernard Suits)[14]

You seem to refer to Chris Crawford’s definition, which is in part:

If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy can become a game element if the player makes up rules, and (b) The Sims and SimCity are toys, not games.) If it has goals, a plaything is a challenge.

Explicitly calling SimCity “not a game” is purely academic talk, detached from reality. For everyone else, SimCity is clearly a game. If you want to buy it, you look for games, not toys. I feel definitions are questionable which define something to be not what everybody thinks it is.

Was Minecraft not a game until it included “The End”? I loved playing Minecraft, but I rarely cared about The End, even after it was included. When a player cannot tell the difference between a version of a game which includes a win condition, and a version which does not, how can the existence of that condition be a decisive factor?

If we widen the scope to include any game, not just video games, we can also have a look at popular children’s games like https://en.wikipedia.org/wiki/Word_Association. My theater group loves to play win-free games as a warmup practice.

From my point of view, win conditions are a common characteristic of games, but not necessary or defining. Coming up with a short definition which captures all games and excludes all non-games is surprisingly hard.

Imo definitions are important even if people aren’t aware of them.

I did say it’s an interesting area of study. So I was referring to the academic side and specific definitions.

The other definitions are way too wide imo and easily include many things that clearly aren’t games.

Win free games are basically just constrained play I feel.

Again Minecraft isn’t a game technically. Beating the ender dragon doesn’t end the game. If it did then it would better fit the definition of a game imo. It’s a sandbox or digital Lego.

What about MMORPGs? Where do they fit in this classification? I’m genuinely curious.

There’s predefined goals and rules.

It has win and lose conditions, for example failing a raid.

It can technically be completed even if that takes an insane amount of time and effort. You can therefore fail to complete it.

So you could argue it is a game quite easily. You could also argue it’s a set of distinct games within a framework.

But things get a lot more messy with digital games compared to classic games.

The only winning move is not to play.

I just lost the game

I’m the version I learned, others mentioning the game grants you 15 minutes of immunity.

It seems like a critical rule, because you can actually win (only when someone else loses) if you haven’t thought about it for over a year.

wvstolzing
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761Y

I mean, this is cringe AF.

Kotlin ‘built by communism’? Because the founders of JB are Russian? Is that it?

Swift is ‘greed’ how? It’s open source since 2015 or so; & available on Linux. Apple’s graphical toolkits are ‘closed down’; & obviously restrict users’ freedoms; though not sure how that implies ‘monopoly’. ‘Monopoly’ would be trying to dominate all toolkits, not have one’s own.

Vague word associations are cool, I guess.

wagesj45
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341Y

lighten up man

I think a lot of jokes are better if they have a kernel of truth in them

Kotlin ‘built by communism’? Because the founders of JB are Russian? Is that it?

I had to think about that a bit. I remembered that Tetris was made by a Russian guy for the purpose of stress testing the computers of the day - or something to that effect.

Alexey Pajitnov. He worked for the government, and made Tetris in his spare time across several late nights at his shared workstation. It was a hobby project made out of boredom, not something designed for any ulterior purpose.

He was a fan of those toy puzzle games where you have to fit shaped tiled pieces into a rectangular grid, so he decided to program a version of that for his workstation. When he succeeded with that, he found it rather boring to play with. So he spiced it up by making pieces fall from the top (to add challenge) and made them clear away when you completed rows (so the game would last longer). That’s pretty much it. Dead simple. Everything else from the iconic tile colors to the music were added by licensees later down the line.

Yes, Tetris was a real example of this. I think it was the only videogame the USSR ever produced exported.

Edit: Actually I think I remembered that wrong. They had a healthy domestic arcade industry. It was just the only one they bothered to export.

@simonced@lemmy.one
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61Y

Perl made me laugh more that I want to admint…

@B0rax@feddit.de
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301Y

Is this an ad?

@Celestus@lemm.ee
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231Y

The blog post itself is, but these Toggl comics are high quality original content

Are they the oatmeal guy?

@evilgiraffe666@ttrpg.network
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7
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No, the name is in the comic - Mart Virkus. I like his stuff. https://arcaderage.co/

@KelsonV@lemmy.world
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131Y

The rest of the page? Probably. I stopped reading after the comic.

mozingo
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51Y

Yes

Bankenstein
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11Y

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