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8 votes
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The perfect TED talk that never happened
5 votes -
Swans - It's Coming It's Real (2019)
6 votes -
What are some of the most emotionally affecting or resonant games you've played?
Doesn't necessarily have to be that you cried, though it certainly can be. It can also be that you connected with the characters or plot, or maybe you clicked with the game's sense of humor. Maybe...
Doesn't necessarily have to be that you cried, though it certainly can be. It can also be that you connected with the characters or plot, or maybe you clicked with the game's sense of humor. Maybe it creeped you out something fierce, or maybe it forced you into difficult ethical decisions. Any strong personal response counts.
- Why was the game so meaningful for you?
- How did the game use the medium to enhance its resonance?
Please give adequate spoiler warnings!
(You can use a<details>block to make a convenient collapsible section.)21 votes -
Battles - Inchworm (2018)
4 votes -
As game budgets balloon, indie devs learn to work smarter - The creators behind Outer Wilds, Observation, and Void Bastards on getting more for less
3 votes -
Mun Py: A Fully Automated Mission to the Mun
5 votes -
The reason our streets switched to cul-de-sacs
4 votes -
Cattle Decapitation - One Day Closer to the End of the World (2019)
3 votes -
First look at a new Wii Fit-like "exercise ring" for Nintendo Switch, more info coming September 12
6 votes -
The curious case of a weapon in Wolfenstein: Enemy Territory that sounded so good players thought it was overpowered
11 votes -
Grimes & i_o - Violence (2020)
4 votes -
Dan Tepfer (Human - Computer Duet) - NPR Music Tiny Desk Concert
Video Link I decided to post this as a text topic since IMO the video description is really important to understanding this performance: Aug. 29, 2019 | Colin Marshall -- Dan Tepfer has...
I decided to post this as a text topic since IMO the video description is really important to understanding this performance:
Aug. 29, 2019 | Colin Marshall -- Dan Tepfer has transformed the acoustic piano entirely with his new project, Natural Machines. Watch the keys and you'll see this Disklavier — a player piano — plucking notes on its own. But it's not a prerecorded script.
Here's how it works: Tepfer plays a note, and a computer program he authored reads those notes and tells the piano what to play in response. Tepfer can load different algorithms into the program that determine the pattern of playback, like one that returns the same note, only an octave higher. Another will play the inverted note based on the center of the piano keys. These rules create interesting restrictions that Tepfer says make room for thoughtful improvisation. In his words, he's not writing these songs, so much as writing the way they work. To better communicate what's happening between him and the piano, Tepfer converted these audio-impulse data into visualizations on the screen behind him, displaying in real time the notes he plays followed by the piano's feedback. We dive even deeper into this project in a recent Jazz Night in America video piece.
Perhaps the trickiest part here, unlike a human-to-human duo, is that the computer plays along with 100 percent accuracy based solely on Tepfer's moves. He compares it to dancing with a robot that never misses a beat. Tepfer has to play in kind to keep the train on the tracks, but if he falls out of step, so does the computer. On the other hand, Tepfer has unlocked a new frontier of music available to acoustic piano players: He's essentially given himself more limbs to play the piano at once, and at times we see more than 10 keys pressed at a time or a sequence of notes played at seemingly superhuman speeds. It's a central idea to what innovative technology enables for us — that which is impossible for us to achieve on our own.
edit: Nice related video from Jazz Night in America with Dan explaining some of how it works:
https://www.youtube.com/watch?v=0L6tzG3FkcU7 votes -
Why is there cardboard in Dracula?
5 votes -
Nintendo Direct - September 4, 2019
16 votes -
The language sounds that could exist, but don't
18 votes -
Ren - Jenny's Tale (2019)
2 votes -
What games have you been playing, and what's your opinion on them?
What have you been playing lately? Discussion about video games and board games are both welcome. Please don't just make a list of titles, give some thoughts about the game(s) as well.
20 votes -
Brains on Film - Documentary about an 80s public access show that praised cult movies
3 votes -
Digitizing objects from Smithsonian's enormous collection
3 votes -
The size and shape of raindrops
3 votes -
Pet dogs in Ancient Rome | How They Did It
7 votes -
Portishead - Roads (1994)
7 votes -
Drawing with sound (Oscilloscope music)
9 votes -
In praise of Hook, a flawed classic
5 votes -
Wolof: A language of West Africa
5 votes -
The Egg
23 votes -
The Leisure Society - Fight for Everyone (2013)
3 votes -
Richard Galliano and Félicien Brut - Indifférence / La Foule (Accordion duet) (2016)
4 votes -
Satan and Adam - Listen To The Music (1990)
4 votes -
Alec Holowka, one of the creators of Night in the Woods, has committed suicide after accusations of past abuse were made against him last week
This was posted on Twitter by Alec's sister. She's protected her account now (probably because of how disgusting the replies to it were), but I've re-typed the statement here: Alec Holowka, my...
This was posted on Twitter by Alec's sister. She's protected her account now (probably because of how disgusting the replies to it were), but I've re-typed the statement here:
Alec Holowka, my brother and best friend, passed away this morning.
Those who know me will know that I believe survivors and I have always done everything I can to support survivors, those suffering from mental illnesses, and those with chronic illnesses. Alec was a victim of abuse and he also spent a lifetime battling mood and personality disorders. I will not pretend that he was not also responsible for causing harm, but deep down he was a person who wanted only to offer people care and kindness. It took him a while to figure out how.
Over the last few years, with therapy and medication, Alec became a new person—the same person he'd always been but without any of the darkness. He was calm and happy, positive and loving. Obviously, change is a slow process and it wasn't perfect, but he was working towards rehabilitation and a better life.
In the last few days, he was supported by many Manitoba crisis services, and I want to thank everyone there for their support. I want to thank Adam Saltsman for staying up late talking with us and reminding Alec that there was a future.
My family has and always will be the most important thing to me. Please give us time to heal. We tried our best to support Alec, but in the end he felt he had lost too much.
I currently do not see a place for myself in games or on Twitter. I will not be looking at the responses to this post. I appreciate everyone who has reached out to me over the last few days. For anyone who is in a time of darkness, I encourage you to reach out for support. There are always people who will be there for you.
As backstory, he was accused of abuse (and sexual abuse) last week by Zoe Quinn with several others corroborating past abusive behavior (a bit more detail in this article). As a result, the other Night in the Woods creators cut ties with him. I'm going to re-post their statements below inside a collapsed block since they're fairly long, but you can expand it if you want to read them:
Statements from Scott Benson
From Scott Benson's personal account:
Allegations of past abuse have come to light this week regarding Alec Holowka, who we have worked with in the past. We take such allegations seriously, and applaud those speaking out about their experiences with abuse in the industry and elsewhere.
As a result, we won't be working with Alec in the future. What this means for Night in the Woods going forward is something we will have to work out. These things take time, longer than a couple days at least.
Night in the Woods is a very personal game for Bethany and I. Our parts of the game - the writing, world, characters, art, etc - are pulled from our own lives, sometimes very directly.
We know it has connected with thousands of people in a very deep manner. And whatever your reaction is, that's valid. Know that we are just as heartbroken right now. We'll have more info in the future about how we're moving forward. Thanks.
On a more personal note, this has all been devastating. And people will ask for details that we as collaborators on a project simply do not have. They’ll want essays and interviews as if we have some secret info. But we don’t. We’re just very sad right now.
And on the Night in the Woods account
This week, allegations of past abuse have come to light regarding Alec Holowka, who was coder, composer, and co-designer on Night In The Woods. We take such allegations seriously as a team. As a result and after some agonizing consideration, we are cutting ties with Alec.
We are cancelling a current project and postponing the Limited Run physical release. The iOS port is being handled by an outside company and supervised by Finji and will remain in development.
We’ve received a lot of emails and messages in the past few days, often very hurt and angry. That’s also how we feel. This has been very, very tough.
I should say that I’m Scott. Hello. I run this account. I was the artist, lead animator, co-designer, co-writer, and the guy who wrote almost all of that dialogue in the game. Bethany’s here too, she was co-writer and researcher.
Much of Night In The Woods is pulled pretty directly from our lives. Bethany is from a tiny valley in central PA. I’ve lived out here in Western PA for about 20 years. The characters are us, and people we’ve known. The places are ones we know.
Thousands of people have connected with Night In The Woods in a very personal way. We can’t tell you how to feel about any of this. Whatever you’re feeling is valid. Your experience with art is yours. What it means to you is yours, regardless of anything else.
Going forward, Night In The Woods will be handled by Bethany and I. We’re not sure what that all means yet. This stuff takes time.
Thanks for your support over the years. We’re sorry to even have to say any of this. That’s all I can say at the moment. Thank you for your patience.
(Edit: since Zoe Quinn has deleted her Twitter account now, I'm going to re-type her statement as well)
Zoe Quinn's statement
I want to say upfront that I'm not saying this for anyone but me and the other people that I know have been hurt by him, and might in the future be hurt. I read Nathalie Lawhead's post about her rapist being an industry legend who took advantage of her and poisoned her career and it shook me to my core. Her waning health, her fear, the way she described all of it feeling like drowning... and my heart broke for her. Beyond that, I felt *ashamed*. So many of the little details, down to the timing, had been things I've gone through too, just a few months into my time as an indie game developer. And it's haunted me ever since. It's why I don't go to GDC anymore. I'm drowning too.
A few months into making games, I was sexually assaulted. My visa status was threatened if I told anyone, and he went out of his way to tell the community that I'd been falsely accusing him of rape when I hadn't said anything to anyone (but a third party who saw it happen firsthand confronted him about it the next day). This story isn't about him - after years of therapy and working on himself, he reached out and apologized for everything, and I've forgiven him. But that's the background to this story.
One month after the assault, I wanted to leave Toronto. I was scared, I couldn't sleep, and I almost killed myself over it. I had a suicide note and everything ready to go but I just didn't want to do that to my roommate.
Enter Alec Holowka. Yeah, the one from Aquaria and Night in the Woods. He was one person who I felt like, in my newly chosen field, had my back.
He talked about how great and cheap Winnipeg was and we flirted and talked on skype for hours. He knew I was in an incredibly vulnerable place and he asked me to come visit him in Winnipeg to see if I'd want to start an indie house there with the 3 friends I'd been talking about the idea with, and to see if the thing between us was as cool as it seemed at a distance. Two weeks. I'd buy the plane ticket there, he'd buy my plane ticket back. He knew i couldn't afford it otherwise so that was the deal.
I wouldn't get home for a month, and only then it was because my roommate used his miles to get me out of his apartment that he had physically confined me to.
While I was in Winnipeg he slowly isolated me from everyone else in my life while absolutely degrading me whenever we were alone. He convinced me to talk the 3 friends out of getting a shared place with me there. He convinced me to let him program my game instead of the friend I had been working with, despite many protests. He screamed at me for over an hour once because of the tone in my voice when I said hello. He wouldn't let me leave the apartment without him and refused to give me the code to get in.
About the sexual assault, he blamed me. He said he was jealous of me, to be wanted like that. He'd bring it up during sex, where he'd regularly be mean and violent. He told me he loved me, in a way no one else would, because he could see that I was terrible and he loved me anyway. And I bought it, because that's how you feel when you're recovering from being sexually assaulted.
I spent a lot of that month hiding from him in the bathroom. His moods would shift and he'd throw things and hurt himself seemingly at random and blame me. He'd jam his fingers inside me and walk me around the house by them when I told him it hurt.
I was scared to leave. I was scared to tell anyone. He'd act normal when other people were around and lay into me as soon as we were alone, then apologize and say how much he needed and loved me. I got even more scared when the two weeks had passed and he kept putting off the agreed plane ticket home. I spent a lot of that time hiding in the bathroom from him. My roommate started to get scared and asked me if I needed help getting out. I said yes, and Alec barely looked at me as I left.
When I got home, I sent a cordial and friendly break up email. He lashed out and banned me from an indie games community he ran, banned himself, then went to other industry legends asking them to help him kill himself because I was such a bitch. He made sure to blacklist me at important industry events. He tried to ruin the career I'd barely started. To a degree it worked.
The night GG started I vaguebooked about it without specifying which ex and two other women in games immediately messaged me to ask if it was Alec. He'd done similar things to them. They knew he'd been fixated on me and were also too afraid to speak up about an industry legend.
It's been the better part of a decade and I'm still afraid of him. Too afraid to speak out, especially because I've gone through so much publicly, like people will just roll their eyes and ignore me as if there's some karmic limit on how much bad shit can happen to someone before people stop listening. I'm afraid that people will care more about their love of Night in the Woods than they will about the safety and truths of women and non-binary people in games.
I'm still afraid of him. I'm afraid of telling anyone about him. I'm afraid of how many indies have seen this behavior and given him a pass. I'm afraid of being in the same room as him because I'm afraid he'll hurt me again. I'm afraid of all the developers who watched this happen, and watched him scream abuse at another woman out front of Moscone during GDC.
But being silent for years has been worse than the fear. I skipped the last 2 GDCs because I couldn't risk being around him or seeing everyone clap for him on stage. Especially not people who know.
I don't wish any ill will on anyone. I know Alec is likely not well and I will always believe in rehabilitation over punishment. I don't want anything bad to come of this to his collaborators who may not know any of this. But I've watched enough of the big names in the indie community know about him - so much so that the reaction to his first meltdown about me was "oh well that's Alec what can you do" - and I've seen enough to know nothings going to happen about this particular broken stair unless someone says something. But we're all scared. I'm scared. A big childish part of me has been hoping people would somehow start caring or figure it out on their own.
But feeling like a coward in the face of Nathalie's strength, feeling like I have to hide from my own life because it's not safe and I can't tell anyone *why* I'm hiding, of knowing I wasn't the first or last, of drowning, that's too much for me to keep carrying with me. I just want the other boot to drop so I can breathe again. I don't want another new dev to get hurt and hear the same "oh that's just how he is" after the fact that I did. I want to breathe again.
30 votes -
Mumiy Troll feat. Linda Leen and Yana Kay - Miedvieditsa (She-Bear/Ursa) (2003)
5 votes -
Sakuraburst - Harpsinger (2019)
3 votes -
What's a good name for my open source, tactical WW2 FPS?
I’m going to be making an fully libre, tactical, co-op, WW2 FPS in the ioquake3 engine. I need an idea for a name. Anyone have ideas? It's going to be kind of like Day of Infamy, if you've ever...
I’m going to be making an fully libre, tactical, co-op, WW2 FPS in the ioquake3 engine. I need an idea for a name. Anyone have ideas?
It's going to be kind of like Day of Infamy, if you've ever played it. You're going to be working through the enemy's base (Axis or Allies, depending on which side you choose) with your friends, trying to complete an objective. You can either be stealthy, go guns blazing, or anywhere in between. There's also going to be TDM, where you either attack or defend against another team of players. I'm hoping to increase longevity by making it completely open source.
4 votes -
Cyberpunk 2077 – Deep dive video
9 votes -
Comparison of a Martin D28 guitar from 1942 and a similar D28 from 2019
2 votes -
Area 51 Raid: What would happen, legally speaking?
9 votes -
CDPR to adopt Witcher/Cyberpunk dual franchise model moving forward
10 votes -
Medieval Myth Busting - Arrows vs Armour, using historically accurate reproductions from time of the Battle of Agincourt (1415)
MEDIEVAL MYTH BUSTING - Arrows vs Armour from Tod's Workshop YouTube Channel Other extra videos in the series: Find out More - The Battle Find out more - The Armour Find out More - Medieval Arrows...
MEDIEVAL MYTH BUSTING - Arrows vs Armour from Tod's Workshop YouTube Channel
Other extra videos in the series:
Find out More - The Battle
Find out more - The Armour
Find out More - Medieval Arrowsedit: Tod also re-uploaded the previous video with better sound:
Find out More - Medieval Arrows*12 votes -
DragonForce - Heart Demolition (2019)
3 votes -
Deinonychus, the raptor that made us rethink dinosaurs
3 votes -
The scandalous painting that helped create modern art | Édouard Manet's Olympia
3 votes -
Poli Genova - If Love Was A Crime (2016)
3 votes -
Denying your history | Armenian Genocide
8 votes -
The weird world in RGB
5 votes -
Potential new groups, and general discussion about the purpose and organization of the group hierarchy
It's been almost a month since we had proposals for more groups to add. I apologize for taking so long with it—just as a quick explanation for why it's taken so long to get around to: I've been...
It's been almost a month since we had proposals for more groups to add. I apologize for taking so long with it—just as a quick explanation for why it's taken so long to get around to:
I've been working on some major background changes related to how groups and the overall abilities of choosing what to see (and not see) on Tildes work, which I was planning to implement at the same time the new groups were added. However, two weeks ago, someone used Tildes's donation page to test over a thousand stolen credit cards. This made a mess in multiple ways, and it's taken a lot of time to clean up and try to make sure it won't happen again (some of it was my fault for not implementing some protections fully/properly). Dealing with that took priority, and it meant that I wasn't able to finish the changes before being (mostly) away over the last week and a bit.
Anyway, I'm finally getting back on track and am planning to add more groups very soon (and get those larger changes implemented not long after), so let's talk about that as well as some general discussion about the group hierarchy. First, here are the groups I'm currently intending to add and some thoughts and questions about them:
New groups:
- ~arts - This is one that I'm a little questionable about. I do think we need a space for these subjects, but there's some strange and confusing crossover with the existing ~creative. I'm not sure if ~arts should replace ~creative, and if we should just have a sub-group or something else for "things created by Tildes users". I'd appreciate input here.
- ~design - I really like this idea, and think it can cover topics like graphic design as well as physical ones like fashion and architecture.
- ~finance - This covers some of the other current gaps with existing groups. I'd like to try to fit topics oriented around business in here, as well as ones related more to personal-finance. I'm not certain about the name, but I think it might be the best compared to some of the other comparable options like ~money, ~business, ~commerce, etc.
- ~games.tabletop - I think this will be a good way to start trying to split up the ~games content a little. For now, I want to just leave video game topics in ~games though, instead of splitting it into its own dedicated sub-group. I know this will probably be somewhat confusing and unintuitive in some ways, but I also think making it so that almost no content goes into ~games itself would be very weird.
- ~games.game_design - I think this is a useful way to also split out some of the more "theory-based" topics from the other ones in ~games, which tend to be largely more along the lines of news and "ask" discussions. I also want to be able to do some tinkering with a group having multiple sub-groups, and this will make the first instance of that.
- ~hobbies.automotive - This will be a bit of a test as well. So far, ~hobbies has been quite inactive so it's not truly necessary to split it, but a number of users have expressed interest in it, and I'd like to see if the dedicated sub-group helps motivate more activity about a specific subject.
- ~science.social - Both the name and being a sub-group are a little questionable here. I'm open to changes, but again, please read below about the hierarchy in general first.
- ~space - Fairly heavily requested as well, and I feel like it's distinct enough from the existing groups to be worth trying to give a dedicated section.
Those are all the ones I'm planning to add for now. There are some other groups (and especially some sub-groups) that I think are very good ideas and would work well too, but I want to delay those a little bit to get the structural changes in, since I think that will make a big difference in helping people choose their content too. After these additions we'll have quite a lot of top-level groups (depending exactly what we add, we'll have around 25), and we might want to think about merging some of them before adding even more. On that topic:
General group hierarchy thoughts:
I haven't done a good job of defining the purpose of the group hierarchy, or explaining how I think about it. This has caused a fair amount of confusion and debates about the right place for groups/sub-groups, as well as (completely reasonable) questions like why we need groups at all, instead of just using tags.
I think a lot of the confusion comes from the natural tendency to think about it as a subject-based hierarchy. That is, if subject B is a subset of subject A, it should be a sub-group. However, I think it's going to be more useful to try to treat it as a hierarchy of interest (or disinterest), where the hierarchy is based more around a perspective like "if a user is interested in subject A, they'll probably also be interested in the more-specific subject B".
I think ~tech and ~comp make a good demonstration. From a subject-based perspective, computers are certainly a subset of technology, so it seems like it should really be ~tech.comp instead of two separate top-level groups. But if you look at it from an interest-based perspective, someone being interested in technology in general definitely doesn't imply that they're also interested in reading technical articles about programming. That's why they're split into separate top-level groups.
Similarly, ~anime seems to obviously make sense to be a sub-group of ~tv, but I don't think there's nearly enough "interest crossover" to do that. You'd end up with a huge portion of ~tv viewers wanting to exclude ~tv.anime, since it's such a distinct subject.
Overall, the purpose of the group hierarchy is to help people be able to find and avoid certain types of topics. Using a hierarchy for this will allow us to do things like "I want to see the gaming topics, but not from the League of Legends groups", which are practically impossible to do in a flat structure like reddit has.
You can also think of the groups as something like "forced" or "implied" tags that are always on all of the topics inside those groups. With a tag-only system, every gaming topic would need to manually be tagged something like "video games" so that people uninterested in them can easily filter them out. The groups system makes this automatic and much more convenient and understandable.
In the future, I think it will also be very important for the different groups (and some sub-groups) to be able to act as different "spaces" with their own rules, and possibly even different features or design.
I hope that helps clarify the hierarchy a bit and explain why the organization has been done this way so far (and will likely to continue to be). Let me know if you have any questions or thoughts about the hierarchy and the planned new groups, I'm intending to add them later this week unless something else goes horribly wrong.
And as usual, I've topped everyone's invites up to 10. You can get your invite links here: https://tildes.net/invite
68 votes -
The Searl Effect Zero Point Generator
3 votes -
Rush - Freewill (1980)
5 votes -
Yacht Club Games Presents
5 votes -
Telltale Games' assets have been purchased and some developers re-hired, with the goal of re-releasing select games from Telltale's back catalog and developing new games
8 votes