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Joined 1 year ago
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Cake day: July 12th, 2023

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  • darthelmet@lemmy.worldtoAntiwork@lemmy.mlFuck this guy.
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    1 day ago

    Yeah. My fundamental problem with things like UBI, reform/regulation, etc is that it leaves power in the hands of capitalists. Maybe in the short term you get some gains for a broader segment of society like during the height of union power in the US, (recognizing that even that was imperfect because of segregation) but in the long term capitalists can keep using their wealth and power to chip away at those societal gains. The only way to counter this while maintaining capitalism would be perpetual political activism, but that’s simply not feasible. People need to sleep, eat, work, and live their lives. Corporations don’t. They can hire lobbyists and lawyers to keep chipping away long after everyone else goes home.



  • This was a surprisingly good show. I guess the only things I can really say that disappointed me about the ending though are:

    • It felt kind of rushed. This could have used like one or two more episodes. Like there were 3 parts shoved into one episode: Whatever happened between Mahiro’s meeting and the concert, the concert, then the epilogue. So we kind of had to skip a lot of stuff to fit it all in one episode. Did they not talk between the meeting and the concert? Was their relationship just in suspended animation until they met after the concert?

    • I’m surprised they never addressed the kiss. I don’t know where I’d expect that to go, but it’s weird that they just never talked about it again and just left it as a tease for the audience. Idk, it’s not the biggest deal. They still had an interpersonal emotional arc independent of any yuri bait. But why include that at all if it wasn’t even going to affect their relationship in the slightest?

    But setting all that aside, great show even within a pretty packed season. Fun characters with relatable problems and a story that kept a good pace at least until the last episode.


  • I mean, to some extent yes. The hostile, uncaring world complemented by challenging gameplay that doesn’t hold your hand is an important part of the design. I just think they went too far in Elden Ring to the point where it stops being a challenge I can feel good about overcoming. But that’s not really what I meant as far as the flaws with the games.

    Setting aside difficulty, their games are filled with flaws, both minor and major. Some they’ve learned from over the years, some they haven’t, and some which they’ve gone backwards. I could get into a whole discussion about them, but it’s a testament to the rest of the design that I can acknowledge all of these and look past them to enjoy what was done right. Just a few off the top of my head:

    • The stats are obtuse and frequently either broken or useless. Resistance from DS 1, Poise from DS 3, armor in basically any game, etc. This makes engaging with the RPG elements feel kind of pointless and why in a lot of the games I played basically naked.

    • The stat requirements and the need for upgrade materials makes it so that most items you find will be useless to you. They alone don’t really contribute to the desire to explore. I do end up exploring around in these games, but it’s in spite of the rewards rather than because of them.

    • Demon Souls made you go back to a hub through a load screen to level. Dark Souls 1 fixed this. Then every game after that until Sekiro has gone back to forcing you to go through a load screen to level.

    • The games are really inconsistent with their use of bonfires and shortcuts. I think to this day Dark Souls 1 has the best level design of the series. The lack of fast travel for the first half really makes you engage with the levels and makes you appreciate the shortcuts you find and eventually the fast travel once you have it. Since then all of the games have gone bananas with the bonfires/sites/etc with fast travel right from the start. There were some absolutely absurd places in DS3 where there was another bonfire within sight of the first. Then you have areas with absolutely no bonfires and shortcuts all the way through, or none at all. In Elden Ring sometimes you get sites of grace or stakes of Marika right outside the boss door and sometimes there just isn’t one anywhere close.

    • Consumables feel pretty useless since they’re non-renewable. If you use them and still can’t kill the boss before they run out, you’re now just gonna have to beat the boss without them, so you might as well not have bothered. Elden Ring kind of helped this with crafting, but honestly I haven’t used it much because I just am trained not to think about consumables in these games at this point.

    • Some weapons/spells end up being completely useless. Some feel like they were designed for a different game. I don’t know how they imagined people would make use of them. And iirc bows and spells have been a joke until like DS3, and even then from what I’ve heard people say bows are still pretty crap.

    I think what’s interesting about these games is that they’re unpolished. That’s not to say I wouldn’t want these problems fixed with better design, but I think I prefer what we have to the usual AAA design where everything rough gets sanded down until the whole game is bland and appeals to nobody equally.


  • Yeah that’s basically how I felt. It was binary. The game was unfairly and frustratingly hard when I was trying to play fair and take the game on its terms. And then when I went to cheese everything it was so trivial that it felt empty. Sometimes I think about going back to the game to try to get the “real” experience, but then I remember the frustration and just can’t bring myself to do it.

    Although part of my reluctance to replay the game has less to do with boss difficulty and more to do with the repetitiveness of the open world. Without the sense of exploration and discovery you get on the first playthrough, the world becomes a checklist of places you need to go to grab stuff for your build with little desire to go replay the other content because so much of it is copy pasted filler. Even going through the DLC now, with it being smaller in scope than the full game, but still pretty huge, I’m already seeing a lot of repeat content.

    As much as I appreciate the attempt at putting a twist on the formula, I think the open world was a net negative for the game. The flaws in the reward systems of the previous games were exacerbated by the structure which led you to explore all the boring repetitive stuff on a first play-through because you don’t know if the thing you need might be in catacomb #20 and then on subsequent playthroughs you just skip vast parts of the game which aren’t relevant to you.

    It also just doesn’t seem like they have the content output necessary to fill an open world with content that is of a comparable level of novelty and quality to what we’d come to expect from their level design. There’s a good dark souls game in Elden Ring, it’s just that it’s spaced out and everything in between is padding.

    The funny thing is, despite all of that, Elden Ring is still one of the top 3 open world games alongside the 2 Zelda titles. But I think that says as much about the state of the industry and genre as much as it does about the skill of FROM’s and Nintendo’s designers.


  • I’m working my way through it now. They’re not really much different from the main game. The problem is the bosses in the main game were also pretty frustrating. A lot of absurdly long attack chains where it’s hard to read when you have an opening. Delayed attacks you have to memorize the timing for. Attacks where the enemy either dashes or stretches their model an absurd distance to hit you so it’s hard to get away from them or gauge distances. Damage values that will kill you in a few hits even with high health and armor. Attacks that start and execute so fast that anything with a cast time gets punished.

    Outside bosses we have the enemies behind half the corners, we have platforming sections in a game that doesn’t really support that, etc.

    I’ve always like their games in spite of a lot of the flaws. The level design, world building, atmosphere, weird writing, etc all are still great and what draws me to the games. In what in what other games can you see: bald scam man, onion man, sunny d man, “dip head in wax”, rolling lightning goats, doot doot boat ghost, etc?

    But it feels like in terms of gameplay design it’s kind of stagnated. A lot of the same design patterns for difficulty plus the pressure to keep making the game feel hard to people who have played all their games before has led to them stretching their design about as much as they can. In my first play through of Elden Ring for the first time I gave up trying to play my usual Ooga booga strength build in favor of that stupid comet azure magic combo to just anihate the bosses rather than deal with their bullshit. And in previous games I happily smashed my face against things like Nameless King or Madam Butterfly and Dancer well before I was supposed to fight then.

    I think at this point I just want to see FROM do some different things. Sekiro was a nice mix-up on the basic formula and while it wasn’t really my cup of tea, Armored Core 6 felt like a breath of fresh air. The mainline souls style games feel like they’re trying to keep linking the fire over and over.



  • God this is peak liberal policy:

    • Take a real problem: Tech companies fucking with people’s brains for profit.
    • Create a needlessly complicated policy to “address” it.
    • The policy only applies to this specific group, between these hours, if they haven’t filled out some forms… etc. Thus leaving everyone else to still deal with the problem.
    • It ends up not solving the problem even for their narrow target.
    • All because the goal was never to actually solve the problem, it was to accomplish whatever, in this case more privacy violations.

    Just throw a committee in somewhere and we have bingo.


  • darthelmet@lemmy.worldtoMemes@lemmy.mlAmazing app ideas
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    12 days ago

    It’s crazy that this is real. It looks like a comic someone would make to make fun of the idea. Like the fact that they’re watching some guy shoot someone, then the burger commercial comes on and the guy stands up and cheers “McDonalds!” Before sitting back down to watch more of guy shooting other guy.

    This is peak “dumb Americans” humor, and they’re using this unironically to describe their business idea.


  • Yeah. I don’t know what the % breakdown is, but I get the sense that while the general community is inherently anti-corporate/anti-commodification, there are some that view this in the left wing sense of communities supporting each other and some who view this more of as a consumption/voting with your wallet individualized choice. They recognize that some or even all corporations are bad, but think opting out of those structures without directly challenging them is all that they need.

    But like I said, idk what the actual distribution of these views are. It’s just the sense I get from seeing some of the comments.



  • Admittedly not much anymore. It’s hard organizing people in the face of systemic opposition under the best of circumstances, but I’m also incredibly unhealthy. Socially awkward and anxious is only the tip of the iceberg of the personal problems I have that make it hard for me to engage in real life activism anymore. I’ve tried, but it’s not really something I can do at the moment. I can barely do anything at the moment for that matter.

    That said, there is some small value in trying to convince others to think about these problems and develop class consciousness. I’m not claiming it’s much and it’s stressful/depressing knowing I’m not doing more, but at least I’m not trying to get people to stick their heads in the sand. I’m not actively making things worse.


  • Part of the problem is the atomization of society. We’ve have vanishingly few truly public spaces to build the kind of connections with people necessary to form shared political causes. People spend most of their lives either:

    • In their private homes, suspicious of anyone who tries to interact with them there.

    • In private workplaces where management surveils employees and tries to stop organized activity.

    • In private businesses where you are only welcome as individual consumers.

    • Online on platforms that are privately owned and designed to manipulate behavior and social interactions towards interacting with more advertising. Controversy is only allowed to the extent that it gets more eyeballs on ads and doesn’t upset advertisers.

    Back when I was more involved in electoral politics, I found it extraordinarily difficult to reach out to people to organize them, either because they were in spaces where political campaigning wasn’t allowed or because they have become distrustful of strangers.

    It’s suffocating any kind of broader public consciousness and I don’t really know what to do about it.





  • I’ve been torn on the game as well. The platforming has been enraging/draining and you need to do so much of it in the process of backtracking around the map for metroidvania stuff. I’ve been kept going by the intrigue of the secrets, but I’m not sure how long that can carry me past this much frustration, especially as new discoveries get fewer and further between.

    It seems I’m near the end of the basic ending, but honestly if I don’t end up going beyond that I’d consider the game a failure. The core gameplay isn’t fun enough if I don’t get some solid payoff on the secret hunting.

    It’s a shame. I really like these kinds of games that reward exploration and discovery. Tunic is up there as one of my favorite games of all time. But the key there is that while there was some skill based combat I had to struggle through, once I did it, I usually didn’t have to do it again to get around the map. I constantly need to deal with the same platforming bits and puzzles to get back through certain parts of the map in this game.



  • No. But not because AI isn’t gonna get better, but because hype is an ever moving goal post. Nobody gets excited about what’s already possible. Hype lives on vague promises of some amazing future that is right around the corner we promise. Then by the time it becomes apparent that a lot of the claims were nonsense and the actual developments were steadier and less dramatic, they’ve already moved onto new wild claims.