r113500 | 2 years ago | on: Ex-Kotaku staff go independent and launch Aftermath
r113500's comments
r113500 | 2 years ago | on: Ex-Kotaku staff go independent and launch Aftermath
i'm not signing under your strawman, because it's not true. but i know the tactics you people use, because you took them straight from the commissar books of my homeland. history books will not treat you kindly.
r113500 | 2 years ago | on: Ex-Kotaku staff go independent and launch Aftermath
i'm not personally willing to engage in political subjects in my escapist media, and i generally don't. this is the part where you said "you're perfectly entitled", that's good that we agree on this. the rest of my op comment is my personal analysis of the nature of this new publication, which i thought was factual, because it's a collection of facts that i extracted out of this announcement, which i then used to make my decision about the publication. i've preemptively filed it in into a "do not click" category in my brain.
r113500 | 2 years ago | on: Ex-Kotaku staff go independent and launch Aftermath
r113500 | 2 years ago | on: Ex-Kotaku staff go independent and launch Aftermath
their position statement is in the fourth paragraph, it starts with "widespread labor organizing, industry-changing mergers and acquisitions, sweeping layoffs", and then reads "We need a curious, independent press to hold power to account, to cut through the marketing hype, and to elevate the voices of those affected by the gaming industry’s upheaval." they bring up the issue of labor again, "we’ll keep you up to date on the worlds of video games, board games, comics, movies and tv, nerd culture, tech, streaming, and the labor issues that surround them"
would it be safe to assume that their goal is to be a kind of jacobin for gaming? jacobin's digital only pricing model is $30/yr, which $3/mo against aftermath's $7/mo, and i'm comparing them here on selective paywalling model. jacobin doesn't have dedicate gaming section, but they do write about video games from a socialist perspective, in their culture and labor sections.
i would say it's safe to assume that aftermath is going after a niche audience, people who want an indepth coverage of the video game industry from a socialist perspective, is that an attractive enough value proposition? they might also be explicitly trying to build an activist audience to be able to put political pressure on gaming industry. this is another possible reading from "holding power accountable". i'm not sure if that's compatible with their pricing model though.
r113500 | 2 years ago | on: Arena Allocation in SBCL
arenas are x86_64 only, not sure how involved are ports, but there's at least a VOP, that as of right now exists only on x86_64. (the build obviously fails on other systems)
I'm trying it on m1, so I can build with
arch -arch x86_64 sh make.sh --with-system-tlabs
and then run with arch -arch x86_64 sh run-sbcl.sh
it's pretty raw, so for example allocating object larger than arena results in ldb. there's a lot of sample code in tests/arena.impure.lispand the simplest possible test code just to see what's up,
(gc :full t)
(room)
;;; 7,084,208 bytes for 36,307 simple-vector objects
(progn (make-array 10000000) (values))
(room)
;; 86,991,136 bytes for 36,080 simple-vector objects
(gc :full t)
;; 6,847,824 bytes for 35,865 simple-vector objects
(use-package :sb-vm)
(defvar a (new-arena 100000000))
(with-arena (a) (make-array 10000000) (values))
(room)
;; 7,050,080 bytes for 36,233 simple-vector objects
well, so at least we know the array is put somewhere. finally one calls (destroy-arena a), but you can still access the data, so presumably there's no checking involved, and being undisciplined about retaining arena pointers will create all kinds of interesting bugs.neat!
r113500 | 2 years ago | on: The negative impact of mobile-first web design on desktop
"real communism has clearly never been tried" is a set expression, from the internet. it's a variation on doing the same thing, but expecting different results, with a touch of ideological stubbornness, "this time around if we let people choose, they'll choose a very different internet, from the one they chose before, i'm sure of it, because I believe in people". of course the reason I choose this particular set expression, rather than some other one is to play off your comedic choice of terminology "people's internet". they have "people's internet" in "people's republic of china". you know? I'm not saying communism bad, it's a funny phrase. jeez, you brits used to be keen on subtle humor.
r113500 | 2 years ago | on: The negative impact of mobile-first web design on desktop
r113500 | 2 years ago | on: The negative impact of mobile-first web design on desktop
r113500 | 2 years ago | on: The negative impact of mobile-first web design on desktop
r113500 | 2 years ago | on: The negative impact of mobile-first web design on desktop
r113500 | 2 years ago | on: The negative impact of mobile-first web design on desktop
dearest Kenneth, I did not mean to single out apple or iPads. it's just that in my circle nobody uses androids (and my circle is predominantly non-tech!). I've not even seen an android in a very long time. I've spent some time trying to "libre-ify" chrome books, and discovered, like you said, that the devices are heavily locked down, with multiple tiers of mystery chips (for your protection!) ensuring that you can never really de-google them. but when I think "locked down consumer device for checking your mortgage account" I think "iPad", because that's all and exclusively what I ever see.
r113500 | 2 years ago | on: The negative impact of mobile-first web design on desktop
r113500 | 2 years ago | on: The negative impact of mobile-first web design on desktop
mIRC made irc easy, jabber was already a thing, you're have a bunch of bookmarks (in non-monetized, non-ad supported online services) to high quality content, you're posting on forums, you get your news from blogs of intelligent people, etc. etc. the internet you're interacting with is great!
alas you have technologically unsophisticated users joining in and what they are experiencing is "hinternet": banners everywhere (we had adblockers), spam all the time (we had spamassassin, and our host Paul graham just invented naive bayesian spam filtering, which at least early on worked spectacularly), phishing and trickery (the computer told me to put my credit card, or similar). it's a miserable broken experience, that potentially results in your information or money being stolen, and all kinds of other indignities.
I'm saying that modern internet is more like a hinternet of old than it is anything else, but we are all forced do t use it.
r113500 | 2 years ago | on: The negative impact of mobile-first web design on desktop
but to your "people's internet" point, the real communism has clearly never been tried! it's not the people that want TikTok, it's the power structure. left to their own devices they built cathedrals!
r113500 | 2 years ago | on: The negative impact of mobile-first web design on desktop
Now most of the internet is hinternet, and we're all forced more and more to rely on it. Banking systems, mortgage platforms, car payments, utilities payments are generally designed mobile first, desktop later, they employ various dark techniques for "verifying real user", which break on open platforms, forcing you to access them from iPads and other such locked down devices, or not at all. If hinternet used to be the dark shady streets where hucksters were peddling you knockoff watches, then now hinternet is the dystopian landscape of vertical information integration, ran, behind the scenes, by para-governmental institutions. You can't log in into irs without using id.me, a digital wallet and identity management platform, that sells you things.
There are attempts to cultivate little gardens of sophistication, but they are of mixed success. On a personal level there's a strong disincentive to participate in the hinternet beyond the mandatory, carefully navigating poorly designed and conceived systems just long enough to achieve an objective. One has to login into irs, but one doesn't really need to read that popup and upsell blocked, mobile centric news article.
From this perspective "mobile-first web design" is a symptom removed from its greater context.
first of all we clearly have different relationship with video games, just by the games you've mentioned, or the fact that you've worked in the industry. i don't play call of duty, because i'm not on board with jock sniffers on political grounds. your other examples are similar, and i agree with you, a lot of video games are political, and i stand by my point. i don't like to engage with them! i find their treatment of political subjects to be juvenile, naive, reductionist, historically illiterate, and yet often moralizing and grandstanding. few games that aspire to deal with tough social subjects ever deliver. this is in my opinion.
there are two dimensions to the question of politics in video games, that make engagement with politics often an unpleasant experience. the question of familiarity that you touched on, and the question of player's choice. with low familiarity and low choice politics are not a problem. yeah i don't know anything about organized crime in japan, why would i care what the game tells me. with high choice politics are also not a problem, this is a very very very rare thing in the games treatment of politics. and i think the faux choice between "i sided with the developer's prefered political position, and got the good ending" and "i sided with developer's disliked political positions, and now i'm literally hitler" is not a real choice.
so the real problem with politics in video games is often high familiarity with low choice. the developer wants you to know that their guys are really the good guys, and they imbue them with all the political views that the developers share. you're "forced" to play out scenarios, where you are not invested in the narrative anymore, you're just doing it for the mechanics of the game. i've played shadowrun: dragonfall recently, you're part of an anarchist commune, and there's a lot of kind of talk that you hear in anarchist communes, and, man, i've been part of anarchist communes before, and all this talk is bullshit, but in the video game universe it works!
which gets me to my original criticism of "activist journalists". these people want more politics in their games not less. by virtue of their activism, and interest of the kind of audience they attract, they are also much more likely to dedicate both time to games with explicit political subjects, or often times explore games from political perspective. they are also much more likely to advocate for high familiarity, low choice games. that's my past experience with their output. there is a lot apolotical games, there's a lot of low familiarity political games, "activist journalists" pretty much gaurantee that politics is front and center of gaming experience.