you would think that Lisps would have readable error tracebacks, considering that they rely heavily on runtime errors to tell the user that something is wrong (since they can’t be statically analyzed at all (except Fennel))
but no, for some reason Lisps have some of the worst error tracebacks I’ve ever seen, which is a horrible combination with the lack of static analysis tooling
ugh okay I think I’m probably going to give up on Clojure too. to be honest there’s not much that I like about this language anyway - it feels a little bit like Racket, but doesn’t have any of the things that I like about Racket. and having to manage every project with lein is a huge pain - especially if I want to have just a few loose files that can be run independently, instead of a whole big project with a config file and everything
also, Malli’s documentation is really really bad, and Clojure’s error tracebacks are even worse than Racket’s
that is such a shame. I think I’m about ready to say “an S-expression based language is a very good idea, but there aren’t currently any nice-to-use Lisps. they’re all at least a little bad and painful to use”
I still like Fennel, though. maybe I’m just looking back at it with rose-colored glasses
rowan activates Creature Mode
- 96% cognitive activity
+ 7056% warmth seeking behavior
+ 3x bite activation chance
consider a rowan
i really dislike morality systems. their entire concept disturbs me and makes for an overall worse gameplay experience for me. to clarify, the type of system i’m talking about is one that attempts to describe a character by the actions they’ve taken through the game.
red dead redemption 2, mass effect, fallout 3/NV, fable, and a ton more all have these types of systems and i dislike them all.
the first and most immediate issue is context. since these systems analyze an independent action, they fail to consider most factors leading up to that point. sure: an npc can be marked “evil” and killing them nets positive karma, or maybe they can even change the karma points based on who aggressed first. in some cases, it will even consider why the NPC initiated aggression and still deduct karma from the player for killing them (what if the player broke into their home and refused to leave after repeated warnings?).
the problem is that this still misses so much nuance and context that exists within the game but isn’t accounted for. what if the player ran into the nearest house that’s owned by an npc because they’re being chased by something horrible? what is the “moral” option here? this is necessary if the system is attempted to describe the character by their actions.
unfortunately, i’m not sure that morality systems are meant to be entirely descriptive. often it feels as though they’re prescribing morality to an action and guiding the player through their own ethical framework. and of course, judging a single action irrespective of its surrounding context is very moral objectivism. this leads to my other major complaint.
morality systems are not disconnected from the real world ethical views of their authors. i don’t want to be judged by a bunch of game designers for how i play a video game. it wouldn’t be an issue if it were just some numerical value on a stat sheet, but this almost never is the case. chances are good that it influences gameplay or dialogue or the ending somehow. that fucking sucks a lot.
i love the idea of exploring morality and ethics through video games, but attempting to gamify it by attaching a number to it ruins the entire thing
if you’re taking care of a creature, make sure to adhere to proper feeding times and its specific nutritional needs!
let’s look at a Rown’s diet as a helpful guide
i hope this has been useful information in caring for your very own Thing
in 2011, Soren Johnson wrote, “Given the opportunity, players will optimize the fun out of a game.” that idea has bothered me ever since i first heard it and i haven’t really known why. i hear it repeated in GDC talks, GMTK videos, game design podcasts, forums, and practically anywhere else where a game has any type of optimal strategy.
i’ve forever subscribed to the notion that game designers and developers aren’t the ordinants of fun. they don’t identify some objective sense of fun and build a set of rules in order to codify that fun experience. this type of mentality is most apparent in board games but can be seen anywhere. inevitably, someone will criticize a game by saying it’s not fun and — equally as inevitably — someone will reply “you weren’t playing it right.” it seems that there’s a belief that strict adherence to the designer’s vision will infallibly lead to fun and it’s the deviance which ruins the experience. i have separate, even stronger opinions about that but that’s for another time.
in my mind, game designers are more like sociologists – they try to observe what different demographics of people find fun and identify patterns. all of our information comes from observing players, not the other way around. it’s silly to think that we tell them how to have fun.
to be clear, i think the soren johnson quote has truth, particularly so when faced with issues like the skill inflation problem. in games like Overwatch, TF2, LoL, etc where as the community matures and the average skill level increases, it becomes much harder for beginners to play. the game has been so heavily optimized by the core players that outsiders can’t join (which, of course, is an eventual death sentence for the game).
but where i think the quote doesn’t make sense is when applied to single player games or games where one style of play won’t affect other players of the game. as far as i can tell, this application of the quote insinuates that players don’t know what’s most fun for themselves and, because of their overwhelming desire to win and do better, will eschew the fun modes of play for optimal ones. because of this phenomenon, we decreers of fun must protect players from themselves lest they ruin they ruin the pure vision for us, themselves, and everyone else!
who says being rewarded for playing optimally isn’t fun? obviously not everyone enjoys it, but that’s where the subjectivity of fun becomes relevant. but i’m pretty sure this is the entire appeal of puzzles – being rewarded for correctly solving it. using binding of isaac as an example, the creator lamented not adding item descriptions despite it being a deliberate design choice. he wanted to capture the sense of mystery that old games had and encourage experimentation. however in the age of the internet, it’s really hard to preserve any game mysteries so players just made wikis with all the item info. who is “at fault” for this – the players for playing incorrectly, or the creator for designing incorrectly? both? neither?
i also think it’s misguided to assume that players will play a game long-term without having fun. instead, i think that fun matures and evolves with the player. i really like melee and symphony of the night, but i most certainly don’t play them like i used to when i was young and i definitely don’t play them the way they were intended by their designers. i like to speedrun symphony of the night and i used to enjoy playing smash competitively. it’s because the games are fun that my style of play continues to change.
alright i’m realizing this should’ve been a post on my blog, it’s way too long i’m sorry. i’ll probably have more to say on this later but it’s just something that constantly bugs me.
my daily driver has been too stable the last few years. I should fuck everything up and install nix or lix
@OctaviaConAmore oohh, I don’t know much about music and honestly never considered that a musician would need to train their ears too! this is such a cool comparison and makes total sense to me - especially because IIRC there’s a lot of overlap between music and language. animals with more developed communication (like birds with their birdsongs) tend to also appreciate music more
“given the opportunity, players will optimize the fun out of a game”
I actually think that this quote is missing an important nuance:
if there’s a culture of {optimization for the sake of optimization}, players will optimize the fun out of a game
if there’s a culture of fun, players will find ways to add even more fun to the game
like, consider the difference between WoW’s toxic optimization culture, and Settled’s Swampletics series. Settled created a brand new type of optimization challenge for himself in order to add even more fun to OSRS. but in toxic WoW culture if you’re having fun it’s probably because you aren’t taking the game seriously enough and people will flame you for that
operators : what you want to do
motions : where you want to do it
number : how many times you wanna do that motion+operation combo
someone made a good ending to Half-Life 1 and I love it so much more than the “real” ending
@konstruct I love this question btw! I’ve always had a deep appreciation for bare practicality and all of the different forms it takes. like programming languages or conlangs like Lojban or Esperanto. I love seeing how different people try to optimize different things in very different ways - and I definitely have an aesthetic appreciation for it. in fact I think one of the main reasons that I write code is because I want to make something for myself to aesthetically appreciate, which is why I’m always learning new languages to write code in
@konstruct I'd argue that "utilitarian" can sort-of be a style, but is definitely not a "lack of style". Rather, design is informed by many factors including functionality, which is dependent on many things (how, when, by whom is the item used? to what end? what are the constraints? the cultural context? the technologies and materials available at this time?)
As an example, some consider the Dieter Rams approach to design to be very minimalistic and utilitarian, but his objects still ended up defining a specific style and are not driven purely by "utility".
Some very simple objects could be considered as purely utilitarian with no style, for ex. a plain pickaxe. Yet, depending on the material used for the handle, the shape of the head, how it was forged... a historian could define what period it was made in, and attribute a "style" to it.
So to me, "utilitarian" is a descriptor that usually means "this design favours being efficient at its primary function(s) and attempts to convey it"
Is "utilitarian" a style? Can there be style in the lack of style?