it’s an interesting article, but i think the authors are conflating friction for wanting genuine human interaction; its easier than ever for me to make friends because i can instantly connect with and message back and forth, quickly and in real time, over various platforms e.g. discord, the depth of which is only limited by our interactions and how we treat them. forcing us back to sms/email/paper mail doesn’t make our interactions deeper, even though it adds friction. it means we can easily choose what the depth of connection we want is
that isn’t to say that there aren’t examples where less friction leads to less interaction. dating apps are a great example. but i think the authors are conflating the friction for the interaction. yes, you could add friction that would encourage interaction, but you could also add friction that doesn’t. i think the more salient point would be, encouraging interaction often includes friction, but one shouldn’t shy away from that, as a UI/UX developer
which, granted, isn’t as catchy of a title. but they could have gone into greater detail for that in the article, too
regardless of this critique, i enjoyed reading it and the perspective it offered, even if i don’t strictly agree
thanks for sharing this information with us, i think it’s important to discuss this stuff on the fediverse
i notice that beehaw doesn’t have a similar clause in its TOS, as far as i can tell. without the expectation of you answering this question, i’m wondering what the difference is between the two such that cohost has such a clause and beehaw doesn’t. maybe it’s because one is run by an individual and one is run by a small company?
i did a search on cohost itself to see if anyone else talked about this and found this quite extensive thread: https://twitter.com/rahaeli/status/1588769277053739010
so based on what you’ve said and what’s in that thread, i’m gonna update my post with some qualifications about cohost. thanks for piqing my interest in the TOS
it’s not federated or open, but cohost is a tumblr-alternative run by a group of queer devs who promise not to sell the company or your data. i don’t blame you if you don’t buy into it, but i do like the platform
edit: based on what /u/FaceDeer@kbin.social has mentioned about the TOS, as well as further elaboration i found in a thread about it (https://twitter.com/rahaeli/status/1588769277053739010), i don’t think i can responsibly advocate for cohost, even as a closed/private alternative to tumblr
it’s not a controversial take to say a message’s tone affects how it’s taken. could you explain why it’s so difficult for you to hear the request “could you be nice”?
or do you genuinely believe a message’s tone doesn’t affect how it’s received? because if so, i’ve been wasting a lot of effort on being nice to you, myself :p (that’s a joking tone, because it’s almost certainly not going to be obvious)
you can explain all of that and be nice about it, you don’t need to assume that people’s motivation is to “get theirs”. like you say, most people have grown up with several decades of propaganda, it’s not their fault they see unions as bad. it takes time to undo that stuff and it’s hard enough as it is without assuming their motivations or blaming them for something they had no control over
you’re not wrong, but you are being unnecessarily antagonistic, and i would appreciate it if you didn’t push people against unionizing by being antagonistic about it. it’s hard enough to get a union going without shaming people for not doing it sooner
people are already suffering at the hands of capitalism. you don’t need to throw it in their face. and, y’know, maybe some people from the game industry browse lemmy. it’s almost like they’re probably just people like the rest of us
original i think https://www.deviantart.com/ptimm/art/A-New-Link-to-the-Past-551041132
at least explains why three inches seem to be cut off the bottom
i’m not sure there’s a lot of value in arguing that, since we have a fiat currency, the government can just make new money and no one has to pay for it. the argument will simply change from “people who need welfare are mooching on taxpayers” to “people who need welfare are causing inflation”. it’s not really changing anything
the argument we should be making, as progressives, is that it’s fucking inhumane to let people die on the streets. we’re wealthy enough as a country that we can afford the taxes to ensure that never needs to happen. of course, if we implement universal healthcare, then you’ll be paying for your own healthcare, as well as others’, and we’ll all benefit from it being cheaper
the same goes for housing, etc. but arguing from a position of strength (i.e. we live in a country wealthy enough to do this) feels a lot more persuasive, to me, at least for an argument in the abstract - something you’d see on television, for example. it’s less persuasive for individuals who are obviously struggling, but for them, the argument is simply the fact that the system isn’t really working for them. and what would universal healthcare, etc, do…?
so, my opinion on your game idea is essentially: it sounds like a decent idea. but ideas are only as good as their implementation. so a lot depends on how well you execute it. but the idea itself, sure. it’s fine. the world building twist is neat
i mostly wanted to let you know that games to learn programming are actually a small market in games. it already exists and people are already making games like that. there’s even games for teaching things like assembly, which is more esoteric than C/C++ (among others, you can check out Human Resource Machine)
so i think it would do you some good to research what’s out there, see how they do things, see if you find them lacking in some way, etc. then you can bring what you learned back to your game
i actually had the same reservations, but as i thought about it more, i think stray actually makes more sense as a movie. that way you can give the cat more personality and drive, rather than trying to capitalize on people’s desires to be a cat and do cat things. the game really shoehorns in the narrative, especially past the first half. it would have worked better with a more personified creature imo, since the game really ends up being driven by the narrative rather than the whimsy of the player (which is what i would have expected from a game whose focus was on doing cat things)
in case you’re like me and didn’t know, PFAS refer to per- and polyflyoroalkyl substances, which seem to be correlated with negative health outcomes (re: developmental problems, cancer, fertility issues, etc) and are particularly tricky because they take a long time to break down.
they’re highly hydrophobic substances used in e.g. teflon. their use has decreased as we’ve come to understand their harms more, but we’re still dealing with the results of their high usage from the past. certain industries seem to still use it (stain repellants, polishes, paints, coatings)
i think there’s probably some good points in here. however, the presentation you’ve chosen here makes it difficult understand what those points are (i thought these critiques were about the same game / genre of games at first, but i’m thinking they’re now probably separate critiques about different styles of storytelling); especially since each point probably deserves its own post, along with named examples of games where you’ve encountered this
but i think there are some critiques in here worth mentioning, things like “it’s difficult to find games where your actions have a lasting impact and don’t just resolve the obstacle in front of you; while still having compelling gameplay”. or “sequels commonly don’t understand what made the original popular”. these are good, compelling critiques of things that happen in video games. this also allow people to recommend games that maybe address those complaints or maybe don’t
unfortunately, it’s hard to have that discussion right now because it currently boils down to “stories in games are dogshit”. and i mean, i can empathize, even if i don’t necessarily agree. maybe you just needed to get it off your chest, which is cool. hopefully this feedback helps you if you want to have a more in-depth, nuanced discussion about this later
this take in the article was really funny
i don’t know what most people’s reasons for deriving enjoyment from concord’s failure are, but there’s no way FOMO cracks the top 3 lmao
seeing the trailer, i definitely thought it was a bandwagon hero shooter that might have had some creativity if a bunch of suits didn’t say “make it GotG”, but realistically, it launched with little fanfare, in competition with valve’s first new game (beta) in ages. not that it was fated to fail but it didn’t have a lot going for it