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    1. Resources for learning Hebrew?

      I'd like to learn Hebrew, and my understanding is that the OT vocabulary is very limited, though creative word use, particularly in Hebrew poetry is a challenge to understand. I don't know enough...

      I'd like to learn Hebrew, and my understanding is that the OT vocabulary is very limited, though creative word use, particularly in Hebrew poetry is a challenge to understand.

      I don't know enough about the distinctions between Ancient and modern Hebrew to be certain, but I believe they are significant enough that Duolingo won't be a good fit, particularly as definitions of words in ancient Hebrew aren't always agreed upon.

      Are there any recommendations? I have the Biblia Hebraica Stuttgartensia and a couple other books, since I thought they would be good references, but a lot of the word formations are dependent on pronunciation, and reading descriptions of how to pronounce words isn't doing it for me.

      8 votes
    2. A comprehensive, deep dive into Tetris the Grandmaster (TGM) design, the hidden Japanese Tetris version you will never legally play

      'sup. As promised, here's a text discussing the minutae of Tetris the Grandmaster, its sequels, and the game mechanics of Tetris in general. If you want more, there's some market analysis, drama...

      'sup.

      As promised, here's a text discussing the minutae of Tetris the Grandmaster, its sequels, and the game mechanics of Tetris in general. If you want more, there's some market analysis, drama and politics in the comment.

      Tetris the Grand Master is probably the most beautifully designed game I know. I hope you will share my passion for this when your are finished with this post.

      Since Tetris is a "pure" videogame where pretty graphics and/or enticing plot is irrelevant to the game, this will focus a lot on the game mechanics.

      Also: this is based on a draft script for a video I wanted to make for a while now. Presumably this thing would flow better with some illustrations at the same time. I tried to include some, but of course it's not the same as someone narrative over image.

      Also: weird language ? Missing words ? Misplaced punctuation ? This probably comes from me, writing in English as a second language. Picture this article with a vaguely French accent if it helps (although I'm not actually French).

      I am aware of Tetris Effect. I am happy if people find TE a transformative transcendental synesthetic experience, but for this matter I much prefer Rez and particularly its Area X.

      So: make yourself comfortable, get a hot beverage of your choice, perhaps enable the reader mode in your browser and prepare for a 4k-ish words long read.


      Tetris, the arcade game

      Tetris. The little game from the Soviet Union, the killer app of the Gameboy, and until Minecraft happened the most sold computer game of all time.

      Despite its tremendous success, the general perception is that this title has not evolved since its initial release in 1984. We would effectively be playing the same game plus-or-minus some gimmicks and/or yearly graphical updates.

      This is of course false. The evolution of Tetris game mechanics is a story for another time, but the skinny version is that there's two main branch to the Tetris tree: Nintendo, and Sega. What I want to talk about now is a representative of the Sega branch.

      Did you know ? Sega means "Service Game". The company we know today as a publisher with a blue mascot originally sold arcade games. And even today, Sega has a strong presence in the arcade world.

      Tetris the Grandmaster is an arcade game, made by Arika, a company made by ex-Capcom employee whose more notable works at the time include Street Fighter Ex.
      Arcade game design is a delicate juggling act between two parties:

      • the game operator: wants money, and for single player game that could mean a short and/or difficult game.
      • the player: wants fun. If the game is too difficult and/or unfair and/or incomprehensible, he or she will move to the next game

      With this definition, vanilla Tetris is a pretty good arcade game:

      As you play the game, the game ramps up in speed and consequently its difficulty. But it never feels unfair: you may complain having bad luck and getting a crappy piece distribution (more on that later), you are still responsible for that terrible stack you just made.

      However, there's a finite limit to the speed of the game. Past a certain point, you end up in a kill-screen where it is impossible to play. The piece just falls and lock immediately, with you being powerless, unable to do anything.

      How lock delay extend the base game

      Video: Godlike high gravity NES Tetris game from JdMfX_, Godlike high TGM game from 777

      What is remarkable with Tetris the Grandmaster is not only it has found a way to extend the base game past this seemingly hardcoded limit, but it also focus nearly all of its design toward this idea of speed. Speed is the focus of the game, and if you don't believe this, there's a giant chronometer at the bottom of the screen acting as a constant reminder.

      So, how do you survive to the kill screen?

      You could try to make the piece move faster (which they did) but this is not enough. At some point, the piece will still spawn on the ground and immediately lock.

      Enter the Lock Delay.

      Illustration: lock delay

      Lock delay is the mechanic in which if a piece falls into the ground or the stack, it will not immediately lock but can react to play inputs and "slide" for a few frames before locking into the stack.

      This has deep, deep consequences.

      Obviously, you can make the game faster than anything we've seen before. All the while still have a viable game. At maximum speed, or "20G" as it is known in the jargon, the piece directly spawns on the stack without floating at any point in the air.

      for the pedant: historically, Sega Tetris was the one of the first game to feature lock delay; and the mechanics was already there in some other falling blocks game such as Puyo Puyo.

      At high speed, and especially at 20G speed, the piece movement becomes severely limited. Having the game viable at 20G completely re-contextualize the game, its moment-to-moment tactics and its general strategy. Not only you have to think about a given piece placement, but more than ever you have to take the next piece into account. Some sub-optimal piece placement or "bridges" have to be made in order to make the whole game continue.

      Illustrations: possible piece placement at 2G, at 20G, at 20G with a bridge

      And thus: while the core gameplay stays the same, the game becomes more demanding both physically and mentally. You have to react faster and input your command quickly and confidently; and at the same time you have to constantly think about your stack, the area where work is needed and how you can accommodate unwanted pieces. You can even manually control the pace of the game by cancelling the lock delay (done very naturally by pressing down.)

      Lock delay is probably the most important game element added to Tetris, but it's not the only thing in which TGM also innovates. Several other additional mechanics exists, and they have this common idea of a "speed enabler". Let's review them:

      "Speed enablers" game mechanics

      DAS

      I mentioned earlier that the way you move the pieces was faster. This seems like a straightforward thing to do at first sight but there's some subtleties hidden in it.

      So: when you hold left or right, the piece moves automatically (in the jargon it's called DAS - Delayed Auto-Shift). It's a nice and natural movement akin to letting a key down in your keyboard, but there's actually two parameters to take into account.
      First, how fast the auto movement is triggered, and second, then how fast the repeat itself is. In TGM, both happens at a brisk space (16 frames before auto-movement, and a movement of 1 case per frame). This is essential for 20G play. And, in the context of 20G, the DAS enable a family of movement techniques called autosynchrothat bring additional depth to the game.

      manual synchro also exists, but requires significantly more skill, as it requires a 1-frame combination. Yup, just like in fighting games and their 1-frame links!

      Wallkicks

      There is another mechanic that involve automatic movement, called wallkick. A wallkick happen when you try to rotate a piece near a blocked cell, such as the stack or a wall. Normally, if the rotation mask overlap a blocked cell, the rotation will fail. However with wallkicks, the piece can automatically move so that the rotation can still happen. In modern standard Tetris, the rule of how the piece move is quite complicated (to my eyes) but enable advanced placement such as the infamous T-Spin Triple. In TGM however, it's dead simple: try to move one case toe the right or one case to the left in that order, and if the piece fits, it gets moved.

      Illustration: wallkick

      So yes: at first sight those wallkicks are concessions given to player that make the game easier. However, some advanced movement techniques takes advantage of wallkicks. The goal of course is to move a piece faster, leading to tiny but compounding time saves.^†

      in the jargon, optimal piece movement is called finesse

      IRS

      Continuing on the theme of rotation, let's now talk about the Initial Rotation System or IRS. So in most game, when a piece is locked, the next one immediately enters the playfield.
      This is not the case with TGM: there's a tiny interval in which nothing happens (except perhaps a line clear animation). .

      of course there's a jargon term for this: it's called ARE††
      †† it's not an acronym, it literally means "that thing" in Japanese (あれ)

      This interval have a dual purpose (Mark Brown would be happy): first, it serves as a buffer to charge the DAS. But it is not limited to rotation: you can also charge a rotation.

      And that is what IRS exactly is: press a rotation button during this time and then the piece will spawn already rotated .

      IRS usefulness is not only limited to make the game smoother to play: it solves a problem inherent to Sega Tetris. All game in that lineage have most piece spawning with a pointy end toward the ground. This can be problematic in high gravity, and especially in 20G. If you IRS such pieces, you can then confidently slide them to the side without worry of them being stuck somewhere.

      Illustration: trapped without IRS, saved with IRS

      why not having them spawn flat-side down ? I think this is partly for historical reason (establish a clear lineage with Sega Tetris), but also because this this extra-difficulty is coherent with an arcade game design.

      And yes, of course, IRS is also a time saving measure, helping to shave some milliseconds here and there.

      TGM history-based randomizer

      Let's talk luck. Earlier on, I half-jokingly said that "luck" as a hallmark of a good game of Tetris. Well it is a bit more profound than that.
      Any competitive Smash player can tell you this: consistency is king in a competitive game. That's why random event affecting the core gameplay are frown upon, and that's why tripping in Smash Brawl was so negatively received.
      You can probably see where I'm getting at: there's one giant thing in Tetris that's by definition random: the way the piece sequence is generated. And yes, TGM has a optimized random generator, and in fact most Tetris game have one.

      An analysis of the history of the different random generator is a story for another time, but here's the gist of it:

      In a purely random sequence of pieces, a sufficiently long series of S and Z tetraminos is bound to appear. Such sequences is mathematically proven to lead in a game over. Of course, this doesn't happen in practice. Especially in TGM, there's a finite number of piece given and thus the change of that happening is infinitesimally small.
      However this does gives us insight about the piece distribution: flood (too much of a piece) and drought (not enough of a piece) is not fun. In other word, waiting for that g!%d!3mn long bar piece sucks.

      So how does TGM counteracts this ? It implements a history system that prevent recently given piece to be distributed again. This is a flood prevention measure and make the game much more consistent while still having an element of unpredictability. And being unpredictable is not necessarily a bad thing, particularly in an arcade context where you still want the player to finish the game eventually. Fun trivia: modern standard Tetris nowadays implement an extremely predictable randomizer, which is mathematically proven to be infinitely playable at low gravity††.

      historically TGM is not the first game to implement a history system, there was already a rudimentary one in NES Tetris
      †† this is less of a problem in recent years due to the focus on multiplayer, enabling stuff like openers, but this is a story for another time

      Consistency in randomness is not directly tied to the notion of speed, but being confident in that you will not screwed by the piece distribution definitely helps in the elaboration of reliable strategies.

      The graphics helps too

      Illustration: An actual screenshot of TGM

      So far I've describe how the game is mechanically inclined toward speed, but aesthetically there's also some elements that are helps during high speed games.

      First, look at what the stack and notice how the active piece contrasts with the rest of the stack. There's a clarity of graphics that comes not only by the fact that the locked pieces have a darker hue, but also because of the of this white border that surrounds the stack. The goal is to have an instantly readable playfield.

      Continuing on this trend, each piece type is color coded so you can instantly read what you're getting by using your peripheral vision, leaving the focus clear on the stack. You can then more easily confirm the placement of your current piece, which is further helped by a very noticeable flash.

      The next-piece window is also aligned so that the piece previewed is placed directly above where it will spawn. This unconsciously helps the tactical decision of where to put your piece. Speaking of unconscious effect, the whole series have this auditory gimmick in which each pieces have its own jingle. From what I know, nobody use this consciously, even the one that can tackle the invisible challenge (more on the invisible challenge later).

      Scoring, grading, and speedrunning

      So we've seen the mechanics and the aesthetics of speed within TGM.

      But what would would be an arcade game without a good I piece measuring contest ?

      TGM has three metrics exposed to the player: Score-grades, level and time.

      Time is a straightforward metric, and is the main point of comparison for players having reached the Gm grade. Finishing the game under 13 minutes is ok, under 12 min is pretty good, under 10min is exceptionally good, and approaching 9min is godlike.

      Score, as in most videogame is a measure of how "good" you are at the game, but takes here a subtly different meaning. The exact detail of the scoring system is not super interesting to see, but its implication is. Let me explain:

      here : Score = (roundUp((Level + Lines)/4) + Soft) × Lines × Combo × Bravo ; Combo = Previous Combo value + (2×Lines) -2

      The optimal strategy with this scoring system is to clear as much line as the same time as possible. In order words, Tetris, triples and even doublesmakes a lot of points, whereas Singles proportionally don't score as much points.

      Tetris: four line cleared at the same time; triple: three lines cleared at the same time; double: two lines cleared at the same ; single: one line cleared

      This has an interesting side effect, as it incentivize to have a clean stack. A clean stack is a stack without holes. If there's holes in your stack, and particularly in they are all over the place, you tend clean them by performing singles. Sidenote: in TGM1, grade is directly correlated with score, except for the titular last grade, which is gatekeeped by some time requirements.

      So in TGM, the score still describe how "well" you play, but you may have noticed that there's no notion of time at all. I would argue that scoring here doesn't reflect how "well" you play but rather how "clean" you play. Keep that in mind for later.

      To be perfectly pedant there's the level factor in the equation that would incentivise you to play fast to reach high-yielding level as fast as possible. But please don't ruin my narrative.

      I mentioned just before that the last grade had some time requirements. Now, this is a perfectly reasonable requirement for a game that is focused on speed but, and I guess you are used to me saying that, there's some subtleties to it.

      Let's say the only requirement to get the last grade would be to reach X amount of point in Y amount of time, and reaching the last level. A viable strategy would be then to play as clean as possible so that you reach the point threshold, and then you just have to survive. This would mean that in that last part can play as sloppy as you want, you will still reach the Gm grade. That's, of course, not ideal as it doesn't push the player to play at its maximum (you can cheese the last part).

      What TGM did is neat and two-fold: First, it takes the "level" metric, which was until then a measure of how fast the game is, and turned it into a progression gauge. So you know that at level 100 you are at the beginning of the game, 500 is midgame and 900 is the last push. The gravity is still tied to the level, so at level 0 it's quite slow and at 300 it's significantly faster. But the thing doesn't have to be linear or monotonic, in fact there's a speedbump at level 200 (people told me it's for dramatic effect), and maximum speed is reached at level 500 (to let the new 20G gameplay shine.)

      Now here's the catch: you can progress faster in the game by clearing lines. Indeed, the way you gain level is that you increase the counter by one each time you land a piece, but more interestingly you get a bonus level for each line cleared.

      This ties everything together: if you want to play fast you have to play well, and if you play well the game will get faster.

      This positive feedback loop is in fact a system with dynamic difficulty curve: as good players will be presented with a more appropriate challenge faster, as more novice player will get challenged at their pace.

      So there you have it: even the scoring system is meant to go fast. Isn't that beautiful ?

      The sequels

      There were two sequels to TGM.

      The first one, known as TAP within the community because of the subtitle of the final version of the game ("The Absolute Plus"), builds on the building block of the first. There's now a dedicated 20G mode with a brutal speedcurve to it (it is, after all, named "Death" mode). For the main game (now called "Master" mode), there's a much appreciated addition of an instant drop. This significantly speeds up the pre-20G game. The point system is now decoupled from the grade, and a secondary but hidden point system is used to calculate the player grade. The detail of which is complex, but the take-away effect is that consistency of play is now taken into account.

      Video: a a TAP Gm game recorded during a livestream

      The second sequel is known in the community as Ti (again with the subtitle: Terror instinct). It had implements some gameplay elements mandated by the Tetris Company: three pieces preview, a "hold" function, and floorkicks (i.e. piece can always rotate on the ground even if it collides with it). As a happy accident, this enabled TGM to go the even higher, borderline absurd, speed. I want you to look at the sheer insanity of the Death Mode's replacement: Shirase. And then look toward the end of the run where pieces turns into brackets (a nod to the real original Electronica60 version), nullifying the convenience of both color-coded pieces as well at the white-border. It's glorious.

      Video: Cleared Shirase game by KevinDDR, the best Western TGM player.

      Now, on the Master mode side, there's two major changes: there's a revamp of the progression/level system, where now the speedcurve itself becomes dynamic, and a further focus on consistency. You not only have to be consistent within a game, but also across games. Indeed, there's now an account system that is tied to an examination system. It inspects your performance and randomly challenges you with an special exam game in order to reach the grade it thinks you deserve.
      The last grade is of course locked behind an exam, and is only reachable through that mean.

      Additional challenges

      Sprinkled around the main game are some additional challenges that are a bit adjacent to the main game.

      Illustration: A secret grade pattern build by ohshisaure

      There's a ">" pattern you can built within the game. Doing so will award you a "secret grade" depending on how complete your chevron is. This is a nod to TGM predecessor (Sega Tetris), where bored players in the arcades invented this challenge and became popular. This is totally optional to the game, but really challenge your creativity, a bit like the golden and silver block in The New Tetris.

      Video: KevinDDR and crew performance at AGDQ2015

      And then there's the infamous "invisible" challenge first appearing in TAP. It is in fact a mandatory requirement to get the Gm grade. If, and only if, you played well enough in the main game, you are then presented with the invisible challenge during the credit roll, in which you have to survive during 60 grueling seconds.
      I don't know the whys of this challenge, but I assume this is an extrapolation coming from the following observation: when playing the game, most players are in fact not directly looking at the stack (to convince you, look at this eye-tracked demonstration).
      Looking at the stack only serves as some sort a placement confirmation, and so there's somewhere a mental model of the playfield. The invisible challenge thus forces the player to exclusively rely on this pre-existing mental model.
      Fun trivia: the credit order is randomized so that you can rely on the name to estimate how much time is left.

      Conclusion

      So that's it for this gameplay analysis.

      Hopefully you'll understand now why some people play one or several of those games 15, 20 or 22 years after their releases. All games are still played and there's no "superior version" as each version has slightly different priorities on the theme of "speedy Tetris": Ti has raw speed, TGM is careful and methodical, and TAP is a happy medium between the two.

      As a game designer, what general lessons can we learn from TGM ? I'm just a random dude on the internet, but let me suggest one:

      "Brevity". I keep thinking back to a textual Let's Play I've read about the second addons of Neverwinter Nights 2 (Mask of the Betrayer) . During a story recap just before the game climax, Lt. Danger offers an analysis of the expansion and writes (highlight from me):

      Instead let's focus in on what makes Mask good - and I think the answer ultimately boils down to 'brevity.'
      [...]
      Obsidian knew what they wanted to do with Mask and wrote it accordingly. Too often in games I find some puzzle, some encounter, that could have come from anywhere; the most egregious example is Bioware's reliance on the Towers of Hanoi puzzle (which thankfully has come to an end). There's too much that has barely anything to do with the premise or purpose of the story (if they bothered to have one at all). In Mask, though, I struggle to find wasted space. I've mentioned it before, but it bears repeating: there are no irrelevant sidequests. Every quest and every NPC ties back to the core themes in some way.

      If, looking back at your game, you can say "it's a game about X, hence Y", you may be on to something.

      That's why remakes and sequels that "go back to their roots" are generally perceived as positive. It's an change to remove cruft and focus on the core of the game. Take Zelda Breath of the Wild for instance. Zelda 1 was a game about adventure, exploration and mystery. Hence: very few handholding, an open world, and no limits to exploration.

      Of course, super-concise game shouldn't be the ultimate guiding principle of any given game. Case in point: I recently finished Yakuza 0. This is an excellent, excellent game, yet in terms of gameplay and pacing, it is all over the place: one moment you are in a crime drama, and five minutes later you're managing a cabaret club, and 10 minutes later you're in a karaoke booth singing baka mitai Judgement with a biker costume at the end.

      But brevity sure can sure made your game more elegant and enjoyable.

      20 votes
    3. What do you think of LeetCode? Did anyone of you succeed thanks to it?

      I've come across this website recently, and I'm genuinely wondering if it's really that useful for passing interviews. For example, I think it can not replace a solid background in algorithms/data...

      I've come across this website recently, and I'm genuinely wondering if it's really that useful for passing interviews.

      For example, I think it can not replace a solid background in algorithms/data structures and maybe CS courses in general.

      7 votes
    4. How are schools preparing in your country?

      Primarily non-US, as there's been a lot of discussion for various places in the States. In my country (Croatia, EU), nobody knows anything, including the government, and the school year starts in...

      Primarily non-US, as there's been a lot of discussion for various places in the States.

      In my country (Croatia, EU), nobody knows anything, including the government, and the school year starts in three weeks. With the govt change this summer, and the new ministers enjoying their summer vacations, they only created a "task force" last week, which only met today for a few hours and concluded "there are challenges ahead". The minister in charge "thinks" schools will start normally, and "thinks" masks won't be required, with no straight answers or plans.

      Teacher associations, individuals, parent groups have been calling for development of some kind of strategy for weeks (as a tourism-powered 2nd wave hit us), but there doesn't seem to be any sense of urgency on the part of govt.

      This leaves parents (we'e gor one kid in primary school, other in kindergarten) in total fog, there's no way to prepare. Our family is better placed to handle this due to grandparents around to help and flexible schedule (self employed), but the online school from this spring was a disaster and I don't see a chance of the fall doing any better.

      Even with preparations it would be hard, right now looks like it's going to be a disaster.

      How is your country (not) coping with these challenges?

      (edited to clarify the school year start)

      7 votes
    5. In your opinion, what is the most powerful speech in history?

      Despite not even being his most famous speech, I think that Martin Luther King's final speech "I've Have Been to the Mountaintop" is the most amazing example of public speaking ever. The grand...

      Despite not even being his most famous speech, I think that Martin Luther King's final speech "I've Have Been to the Mountaintop" is the most amazing example of public speaking ever.

      The grand finale of Dr. King's great legacy. A speech given by a man who knew that his days were numbered. A speech given by a man who knew he would not live to see his dream come to fruition. Dr. King discusses the adversity that the Civil Rights movement had already faced and how these challenges were overcome through non violent methods. He challenges America and it's citizens to live up to the ideals of the country.

      Somewhere I read of the freedom of assembly. Somewhere I read of the freedom of speech. Somewhere I read of the freedom of press. Somewhere I read that the greatness of America is the right to protest for rights. And so just as I said, we aren't going to let dogs or water hoses turn us around. We aren't going to let any injunction turn us around. We are going on.

      The speech ends with Dr. King foreshadowing the possibility of his death, an event which would occur the very next day when MLK was assassinated at his motel in Memphis, Tennessee.

      Well, I don't know what will happen now. We've got some difficult days ahead. But it really doesn't matter with me now, because I've been to the mountaintop. And I don't mind. Like anybody, I would like to live – a long life; longevity has its place. But I'm not concerned about that now. I just want to do God's will. And He's allowed me to go up to the mountain. And I've looked over. And I've seen the Promised Land. I may not get there with you. But I want you to know tonight, that we, as a people, will get to the Promised Land. So I'm happy, tonight. I'm not worried about anything. I'm not fearing any man. Mine eyes have seen the glory of the coming of the Lord.

      So that's my vote. What do you view as the greatest speech in history and why?

      24 votes
    6. A proposal for a purely electric-powered commercial airline industry

      Around 3-5 years ago, Elon Musk was teasing that he thought he had a clever idea for how to make electric-powered aircraft viable/profitable with, basically, current technology ... and he was...

      Around 3-5 years ago, Elon Musk was teasing that he thought he had a clever idea for how to make electric-powered aircraft viable/profitable with, basically, current technology ... and he was basically daring people to guess it.

      Regardless of what he actually did or didn't know, it got me thinking, and I came up with an idea. I thought I'd run it past the Tildes Team, see if it passes muster.

      My idea, in a nutshell, is to build airplanes with only 25%-50% of the battery capacity required for their flight (making them much lighter, with much more capacity for people/cargo) ... combined with, I'll call them Maser Cells on the undersides of the wings ... coupled with low-intensity maser beam emitters at all the major airports.

      Airplanes use a ridiculous amount of energy gaining altitude. For short flights, it can be upwards of 50% of their fuel spent just getting from takeoff to cruising altitude. My basic idea is for planes to get up to cruising altitude in large circles over the airport, powered by a combination of battery power and maser energy beamed up from the airport below. Then stay in a taxi-ing circle over the airport until the batteries are fully charged, before departing. Longer flights can plan their route to include one or more detours to pass over other major airports (or other recharging hubs, like the Tesla Supercharging network, but for airplanes) to recharge the batteries along the way.

      Trans-oceanic flights would be more challenging, perhaps requiring some kind of recharging hubs located midway in the oceans.

      To clarify, my "Maser Cells" are similar to traditional solar-electric power cells, except they are optimized to convert either laser or maser beamed energy into electricity. These things already exist (I forget what they're called), although getting them to a high-efficiency commercial-airline level of production, that would take some effort.

      There is, potentially, a lot of inefficiency in the conversion rates, from ground-generated electricity to ground-generated laser/maser, then on the plane, maser converted back to electricity into battery, then from battery into electric engines ... perhaps there are ways to reduce the amount of conversions necessary, or to increase the efficiency of the conversions. Or perhaps this is what kills the idea.

      Similarly, if this were actually implemented large-scale, to largely replace fossil-fuel-driven planes, we would be talking about a LOT of electricity requirements, a lot of laser/maser emitters at every airport, and a massive redesign of flight traffic management, to allow for hundreds of planes routinely in hours-long recharging flights over every airport, all the time ... potential choke-points at various recharging hubs (again, similar to what Tesla sees at overly-popular Supercharging stations on the ground) ... and doubtless lots of other issues I'm not thinking of.

      Anyway, though, that's the notion.


      ETA: This idea could be extrapolated to an extreme degree, with on-board batteries almost completely eliminated.

      With clearly defined flight corridors, and ground-based maser power stations located every 10-20 miles along, planes could fly their entire route on power beamed up to them, with only 20-30 minute battery capacity for emergencies.


      ETA #2: A person who owned his/her own rocket company might also consider putting the maser cells on the tops of the planes, and launching a bunch of solar-power-generating satellites, with maser emitters shooting power down onto them.

      I guess my main point is, if this maser-energy delivery system is even remotely feasible at a commercial level, there's a lot of potential.

      10 votes
    7. What is something that most people don't realize is harmful?

      This can be anything: a product, a social convention, a mindset, etc. Share why it's harmful and, if possible, what better alternatives exist. I'll also open the question to things that people...

      This can be anything: a product, a social convention, a mindset, etc. Share why it's harmful and, if possible, what better alternatives exist.

      I'll also open the question to things that people know are harmful but whose harm is mostly hidden, downplayed, or not understood.

      As with any question like this, it might open up some difficult or challenging answers, so please listen with empathy and apply the principle of charity in your responses.

      41 votes
    8. Tower of God - Final

      Hi all, So Tower of God just finished. Any thoughts. Personally, I enjoyed it, but wouldn't recommend it. I liked the art direction. It looked a bit rough, which was different in a good way. The...

      Hi all,

      So Tower of God just finished. Any thoughts.

      Personally, I enjoyed it, but wouldn't recommend it. I liked the art direction. It looked a bit rough, which was different in a good way. The animation was also fairly strong throughout - expecially for large creatures: the bull and eel. The camera movement was a bit lackluster and the choreography could have been better in my opinion. None of the fights felt physical in any real sense. Instead they felt more like on character using an ability then another character using theirs, with the camera failing to capture the whole scene. So visually, I'd say it was a bit better than average.
      I liked the k-pop opening and ending, but the main composition wasn't noticeable for the most part. It was ambient, though not grating.
      Story-wise, there were some strong points and some weak ones. Most of the characters were either one note or shrouded in mystery, with no real inner struggle ever happening (beyond what has already been done). The rules to the different levels were a bit too much at times. It's the same as in HxH. I feel like there's too much explanation for the pay-off. However, the mystique of the tower was good. I though character progression was well done, but the format a bit episodic, with each challenge being too arbitrary and unrelated to anything else to really click.
      Anyways. Those are my thoughts. What are yours?

      7 votes
    9. As a DM, I kinda hate Dungeons & Dragons 5th Edition

      I hate that enemies have so low armor class. In earlier editions, you had to be tactical, use flanking manoeuvres and charge attacks, prepare the right support spells, maybe even pick the Weapon...

      I hate that enemies have so low armor class. In earlier editions, you had to be tactical, use flanking manoeuvres and charge attacks, prepare the right support spells, maybe even pick the Weapon Specialization feat for your favourite weapon. In 5e, no need; just stand wherever, roll an attack, you'll probably hit. In addition to removing much of the tactics from the game, this makes it basically impossible for enemy spellcasters to use duration spells. Good luck succeeding on 4 concentration checks per turn.

      I hate that enemies' proficiency bonus is based on their challenge rating. No high-attack low-damage monsters here. Don't worry; the tank in your party will never need healing, any level-appropriate monster needs to roll ridiculously high on the dice to hit them! Everyone else just stay in the back and lob your bloody cantrips, and the battle will be over in 3 turns.

      I hate that attack cantrips do as much damage as a weapon attack (or more). Why even have weapons at all, when your cantrips do more damage than a longsword, with better range than a crossbow.

      I hate that cantrips scale with character level. No need to learn anything new for the rest of the game, your trusty Eldritch Blast will be your most powerful attack throughout. Especially when you get access to Greater Invisibility and don't need to rely on your bloody familiar for advantage on attack rolls.

      I hate that familiars can do help actions in combat. Advantage every turn! And since they're no longer a class feature but a spell, they're also available to fighters and rogues, no multi-classing necessary. And unlike in earlier editions there are no real consequences of losing your familiar. All you lose is 10 gp worth of incense to get them back, a pittance at higher levels.

      I hate that a long rest fully restores hit points. No need to ever stay in one place for longer than 8 hours, no need to conserve spell slots to do end-of-the-day healing, heck; no need for a healer at all really! And it gets worse when they reach 3rd level and get access to Leomund's Tiny Hut, and don't even need to find a safe spot to camp.

      I hate that wild shape is basically useless in combat, due to challenge rating restrictions and the lousy selection of beasts in the Monster Manual.

      I hate that the only logical combat use of Polymorph is turning into a dinosaur. Prepare for the inevitable discussion around the table: Can my character turn into a tyrannosaurus rex, even if they've never seen one? No? But, uuuuuh, they saw a picture of one in a book at the library!

      I hate that you can use Counterspell to counterspell someone else's attempt at counterspelling your own spell.

      I hate that any character can use any skill. No need for a rogue, just hand those Thieves' Tools to the character with the highest Dexterity, they'll get that door open.

      The worst thing is that this game went through lots and lots of play-testing before it was released. The developers must have known about all of these issues and chosen not to change them, meaning that none of these are bugs; they're all features! This is how the developers intended the game to be!

      Did I forget any of your peeves about the game? Add them in the comments. Alternatively, comment with what you love about 5e, let's add some positivity to this rant.

      13 votes
    10. Give me advice to check my completionist tendencies

      I find with a lot of video-games, particularly RPGs, I have trouble just doing a casual playthrough. I just can't really stop myself from chasing down every quest marker, so if anyone has advice...

      I find with a lot of video-games, particularly RPGs, I have trouble just doing a casual playthrough. I just can't really stop myself from chasing down every quest marker, so if anyone has advice about how I can keep my playstyle focused on stuff I actually enjoy, I'd love to hear it.

      I've found what ends up happening is I will play a game long after the point where the core gameplay loops are fun or challenging for me. This negatively impacts my impressions of games I play. It's like, chewing a stick of gum for way WAY too long. My jaw is sore, it tastes like cardboard. But I. Just. Keep. Going. I don't go into dumb collect-a-thons as much, so I'm not the worst at this, but I end up chasing every side-quest, every "do thing to befriend party member," and so on. Basically everything that counts as "content."

      To be clear, I definitely blame the game designers for this. They stretch 30 hour games to 60 with a bunch of filler. And with open-world systems, it's just really hard to tell what's important and what isn't which just triggers my FoMO about missing something cool or plot critical.I just want some strategies on how to work around the bullshit and not have to bother with padding content.

      12 votes
    11. What's your go-to "comfort food" movie?

      It's a miserable cold rainy afternoon. You need to wind down. You want to lie down on the couch, curl up under a blanket, drink a mug of cocoa/tea/chocolate, switch off, and spend a couple of...

      It's a miserable cold rainy afternoon. You need to wind down. You want to lie down on the couch, curl up under a blanket, drink a mug of cocoa/tea/chocolate, switch off, and spend a couple of hours just relaxing in front of a movie. You don't want something that will challenge you or make you think. Nothing new and exciting. It doesn't need to cheer you up, because you're not feeling depressed. You just want something that's going to make you feel cosy. Something familiar and comfortable and warm. You want an old favourite that you've seen so many times you can practically quote it word for word, so you don't even need to fully pay attention - but a movie that always makes you feel happy when you see it for the umpteenth time.

      What movie do you put on?

      21 votes
    12. Let's talk music to sleep to

      I listen to music throughout each day but one of the most challenging things for me is finding good music to unwind and fall asleep to. What do you listen to before bed or while trying to fall...

      I listen to music throughout each day but one of the most challenging things for me is finding good music to unwind and fall asleep to. What do you listen to before bed or while trying to fall asleep?

      These are currently on my sleep rotation:

      Sigur Ros - ( )
      Explosions in the Sky - The Earth is not a Cold Dead Place
      River Boat Sleep - Guided Meditation

      I've tried listening to a lot of piano and classical but I get so invested in what they are playing that I can't fall asleep.

      13 votes
    13. Combat-less TTRPGs with stat depletion?

      Combat appears to be an important facet of most RPG systems out there, including ones embedded into the games themselves. Seems fair to say that most RPGs have combat as a major, dedicated part of...

      Combat appears to be an important facet of most RPG systems out there, including ones embedded into the games themselves. Seems fair to say that most RPGs have combat as a major, dedicated part of their gameplay: stats like weapon damage and armor resistance are tracked and augmented by enhancements and skills; there are special game states and (for videogame RPGs) controls that separate combat from non-combat; combat serves as one of the major sources of XP for character growth.

      There's probably a good few examples out there of games that tried something different that I haven't even heard about. Disco Elysium does "combat" through skill checks in the few instances that it does tackle physical encounters. Griftlands uses card-based actions for both combat and social encounters, each having their own separate decks and "health" values.

      What I've been looking for was the kind of a system that doesn't take combat for a special game state. A system where the simulation extends to assimilate combat as just... a thing that happens because you're in danger – or looking to be the danger.

      To understand where I'm going with the next bit, you should know a couple of things about Frontiers.

      Frontiers is an episodic story about a group of friends playing a homebrew from-first-principles tabletop RPG system. The system, so far titled Frontiers RPG 'cause I'm very original, deals away with or reimagines much of the classic RPG trope library.

      One thing that differentiates Frontiers RPG is having 20-some traits for characters, where each trait is an abstracted statistic representative of a character's distinct natural-performance categories. For example:

      • Instrumentation determines how well the character naturally operates simple and complex technology
      • Visual Space determines one's eyesight and, consequently, the ability to model the geometry of an environment or an object in the head (because apparently these things are linked in the human brain)
      • Biomechanics determines how well does one's muscles perform under stress
      • Presence determines the strength of the vibe the character gives off naturally; the vibe itself could be intimidating, commanding, or inspiring, depending on said character

      Traits are tracked on a low scale:

      • −10 is the lowest possible for any living creature with any amount of agency.
      • −5 is the lowest any human could possibly get without outside intervention, and means the person is unable to perform in this area completely.
      • 0 is average human performance.
      • +5 is the best a human being could naturally achieve at their peak.
      • +10 is the epitome of human potential when amplified with hyperadvanced technology or supernatural effects.

      This means that when someone with Presence +1 enters the room, people can't but notice, even if they don't concern themselves too much with the person. When it's someone with Presence +3, however, most will stop what they're doing for a few seconds and pay attention to what the person is doing. Presence +5? The party stops when the person enters the room: they inspire this much awe and respect (or fear, depending on the person). Characters with high Presence naturally make for excellent leaders, teachers, negotiators, and point-makers.

      There are no dice rolls. Each challenge has a difficulty rating on the same scale as traits, which is how the outcomes get determined: either by checking the trait itself or the average of a set of traits (which are sometimes conceptualized into skills and sometimes only exist as checks). For example, if your character's Conditioning (representing physical endurance) is +1 and the challenge is a short jog (difficulty 1), they succeed without a problem.

      What makes this system not entirely deterministic is stat depletion. Each trait value above 0 grants the character 1 point of the trait. These points may be used to assist oneself or another character in a challenge if the challenge is of higher difficulty than their trait would normally allow to automatically succeed in. Points are regained at rest, up to the maximum of trait value points: e.g. Instrumentation 2 grants you maximum of 2 points you can have on your character at any given time.

      What I've been working with for a few months was HP-like stats derived from specific traits:

      • wounds for physical damage, derived from Conditioning
      • willpower for mental stress, derived from Volition
      • stamina for physical performance, derived from Stress Response

      (Having willpower as a stat works because for normal humans, D&D-like adventures would inevitably take their toll. Seeing people suffering may damage the will of a high-Empathy character, but then, everyone would suffer from seeing their loved ones in danger. Seeing a giant fucking monster would certainly make you consider your life choices. Persevering through emotional and mental challenges where your willpower is mechanically limited – a person can only take so much within a limit of time – is an underexplored, underdeveloped field of roleplay, and it fits into the story thematically.)

      This naturally geared itself to combat-as-special-state. Abstracting "health points" only makes sense when the only thing that matters is whether you're able to fight further. To this end, I figured that at a certain level of wounds, all traits would take penalty (to simulate being beaten up and stressed from combat) until such a time when the character receive proper care and rest.

      Lately, however, I came upon a way to streamline the system and make it "wider" (i.e. not just combat/non-combat simulation): use the trait points directly. This approach enables the player by allowing them to use their whole potential in all manners of situations, and have said potential used against them if they're facing a challenge their ability does not allow them to surpass.

      • rather than exchange punches in a bar fight, you can use your Executive Function – your thinking-on-your-feet – to distract your opponent and sucker-punch them while they're looking away
      • in a fistfight, character may use their Coordination to deflect a blow – or two points to direct it in a specific way: for example, to harm their proximous ally
      • before approaching the bench in order to testify, characters may use their Empathy in order to read the room and understand what sort of an appeal would work best
      • seeing an atrocity committed would take a point away from the character's Volition; if they have none left, they may faint, become disstressed (receiving a malus to all checks of a particular nature), or even become catatonic (unable to act coherently until snapped out of it or well-rested)
      • being shot by a scared youth may take a point or two of the character's Conditioning, but because they're still standing, they could use Volition to "not fucking flinch", which gives them a temporary bonus to Presence that they can use to interrogate with greater success or otherwise use the youth's capacities

      This works, at least on the surface, because it reflects the potential traits grant almost exactly. Someone with Conditioning 0 may be able to take a punch, but it would leave them seriously disoriented or may even inflict lasting damage (broken rib, dislocated jaw etc.); meanwhile, another character with Conditioning 4 may be able to get shot with a pistol and still function to a degree. Someone with Inner World +3 should find it little trouble to jot down a short story to tell their children before bed, while someone with Inner World 0 would find it impossible to come up with a logo for their new product even with intense consideration.

      What I haven't yet figured out is:

      • how to handle such "shooting above one's head" attempts for trait values lower than 0 (which is encouraged for challenge and roleplay reasons)
      • how to handle situations where all points are depleted and the player still wants to try a difficult thing that's just above their character's level
      • whether players should receive more than one point per level of trait, or even see points granted scale with value (Engineering 3 → 1 + 2 + 3 = 6 points total)

      The system is not perfect, but it's hella interesting, and I'd like to pursue it. If it leads nowhere, at least I explored. What I'm looking for from this topic is review of the concept of stat depletion and its potential implications. Assume that the rest of the system is perfectly viable and feasible unless its parts directly contradict or hamper the system as a whole. What problems can you see with this section? What benefits can one derive from it?

      5 votes
    14. On Edward Abbey's Desert Solitaire and other works

      I recently finished reading Edward Abbey's Desert Solitaire, and prior to that I read his novel The Monkey Wrench Gang. I was left feeling quite differently than what I was expecting to feel. I'm...

      I recently finished reading Edward Abbey's Desert Solitaire, and prior to that I read his novel The Monkey Wrench Gang. I was left feeling quite differently than what I was expecting to feel. I'm an outdoorsman, a conservationist and an activist. I spent a good portion of my time last year on The Colorado Plateau, much of it in the places Edward Abbey has been and discusses frequently in his work. There is a distinct emotional connection I feel to this land, so my mental conflictions are especially notable. I recently wrote a friend a letter, much of it including my thoughts on Abbey thus far, and I felt posting the relevant excerpt here would be a good conversation starter. Let me know what you think!

      "I just finished Abbey's Desert Solitaire, while I enjoyed many aspects of the work, it also left me feeling conflicted. I wholeheartedly concur with many (but not all) of his views on conservation. He challenged my views in some positive aspects as well, his disdain for the automobile in national parks, for example. Other views of his I cannot ignore or absolve him of. His views on traditional family values (read: misogyny) are quite apparent in The Monkey Wrench Gang and seep into this work as well. Furthermore, his views on indigenous peoples are outdated, even for his time. His incessant diatribe on the blights that impact Native Americans and other indigenous populations, blaming their own attitudes (victim blaming, if you will), while simultaneously railing against the federal government and The Bureau of Indian Affairs is at best hypocritical (while also patently racist).

      Edward Abbey's actions also do not reflect his writing. The man continually rants about the ongoing destruction of this Earth, he blames everybody (The National Park Service, Bureau of Land Management, Forest Service, Bureau of Indian Affairs, the modern consumer, tourists, oil and gas corporations, mining companies, logging businesses and wannabe outdoorsmen) but himself. He went so far as to work for the NPS, while admitting their culpability in their own decimation. During his time there he constantly capitulated to the tourists, the modern consumers in their iron contraptions. Some federal employees I've met have set out to change their respective agencies from within, but what did Abbey do? He left. He saw a problem, railed against it, and left.

      So I ask: Why didn't he do more? It has been suggested that Ed had engaged in some less-than-peaceful activities, "eco-terrorism" they call it. I personally don't believe it, I believe that any actions taken were never near the magnitude of the happenings of The Monkey Wrench Gang. Ed's books were his personal fantasies, which while not a guide, a reference point. He prefaces Desert Solitaire, describing it as an elegy. Almost as if he is passing an extinguished torch on to our time. It is frustrating and demoralizing to say the least. While grateful to read his words and as much as I concur with his notions, I disagree with hits actions (or lack thereof). I finish this book left feeling angry."

      4 votes
    15. Are you giving up anything for Lent?

      I'm finally giving up Reddit and trying to do the traditional catholic "fast" which is 2 small snacks and 1 meal a day during lent. I recently learned about the Black Fast which is a sort of...

      I'm finally giving up Reddit and trying to do the traditional catholic "fast" which is 2 small snacks and 1 meal a day during lent. I recently learned about the Black Fast which is a sort of Pescatarian vegan-ish, one meal a day fast which looks interesting. I might try it on Fridays but being coeliacs would make it more challenging.

      19 votes
    16. A (comically late) Black History Month Watchlist

      Yeah, so I know there's about a week and a half left in Black History Month (which is in February here, for the non-US and I believe Canada folks who didn't know), and this rec list is therefore...

      Yeah, so I know there's about a week and a half left in Black History Month (which is in February here, for the non-US and I believe Canada folks who didn't know), and this rec list is therefore super late, but I've been watching some movies that were historically significant in terms of breaking racial barriers at mainstream award shows like the Oscars and in film production at large, were pioneers in getting films from African nations famous and acclaimed worldwide, or just generally covered racial issues of their times in significant or compelling ways, and thought I'd post the watchlist here in case anyone was interested. So I guess either binge all these in the coming week and a half, keep this as a guide for next year, watch any of the ones that interest you past February, or save it for October, which is when I understand Black History Month takes place in the UK.

      • Within Our Gates (1920) - The first movie by an African American director to have a still surviving print.
      • Eleven P.M. (1928) - A silent era film led by a mostly black cast and directed by enigmatic little known African American director Richard Maurice. An absolutely bizarre surrealist melodrama.
      • Cry, The Beloved Country (1951) - This film examining the effects of apartheid in South Africa actually filmed almost entirely in segregated South Africa, possibly making it the first major film to do so.
      • The Defiant Ones (1958) - Sidney Poitier was the first black man to be nominated for Best Actor at the Oscars for his role in this film. Details the story of two escaped convicts, a white man and a black man, becoming friends, with more nuance and layering than its premise and time period might suggest.
      • One Potato, Two Potato (1964) - One of the first, and possibly the first, films to deal with interracial marriage in a serious manner. Predates Guess Who's Coming to Dinner by 3 years.
      • Nothing But a Man (1964) - Realistic depiction of life in a racist society, consisting of a constant soul-crushing barrage of minor aggressions instead of huge explosions of hate. Selected for preservation in the Library of Congress and considered to be an important example of neorealism.
      • Black Girl (1966) - One of the first African films by an African filmmaker to receive international attention and acclaim. Shows the lasting damage and effects of colonialism both in the colonized country and the lives of those displaced as a result of it.
      • In the Heat of the Night (1967) - Tackled racial tensions in the South in the midst of the Civil Rights Movement of the 1960s. Selected for preservation in the United States National Film Registry by the Library of Congress.
      • Guess Who's Coming to Dinner (1967) - One of the few films of the time depicting interracial marriage in a positive light and a serious way. Selected for preservation in the United States National Film Registry by the Library of Congress.
      • Black Panthers (1968) - Documents a small but significant moment in the history of the fight against racism in the US, the Free Huey movement championed by the Black Panthers.
      • Sweet Sweetback's Baadasssss Song (1971) - Considered an important film in the history of African American cinema, and credited as one of the pioneers of the blaxploitation genre.
      • She's Gotta Have It (1986) - The debut film of famed director Spike Lee, an ahead of its time depiction of polyamory and female independence, it showed Brooklyn's black community in a light that drew media attention and focus to its artists and musicians following its release.
      • Daughters of the Dust (1991) - The first by an African American woman to gain a general theatrical release (in 1991!). Selected for preservation in the United States National Film Registry by the Library of Congress.
      • Malcolm X (1992) - A biopic of civil rights leader Malcolm X, also directed by Spike Lee. Selected for preservation in the United States National Film Registry by the Library of Congress.
      • Girlhood (2014) - The film discusses and challenges conceptions of race, gender and class; Sciamma's goal was to capture the stories of black teenagers, characters she claims are generally underdeveloped in French films.
      • Moonlight (2016) - Barry Jenkins' meditation on black sense of masculinity and the struggles of LGBT members in the contemporary American black community became the first film with an all-black cast to win Best Picture at the Oscars.
      • Get Out (2017) - With this film exploring the exploitative horror of the modern white liberal brand of racism, Jordan Peele became the first black writer to win the Best Original Screenplay category at the Oscars, as well as the first to earn a Best Director nomination and a Best Picture nomination for a debut film.
      • The Last Black Man in San Francisco (2019) - A film that explores the gentrification of San Francisco and the struggles in personal identity that arise from it.

      I'd love to hear any feedback on the list or if you're gonna watch anything from it, and suggestions for any movies to add to it, especially between the 20s and 50s and the 90s and 00s, since those are especially massive gaps in my knowledge.

      8 votes
    17. Has anybody changed their first and/or last name (legally or socially)?

      I don’t like my name, and I never really have. It has nothing to do with ‘tomf’. My main questions are: How did you go about choosing the new name? How did you manage/roll out the new name? What...

      I don’t like my name, and I never really have. It has nothing to do with ‘tomf’.

      My main questions are:

      1. How did you go about choosing the new name?
      2. How did you manage/roll out the new name?
      3. What unforeseen challenges came up?

      My main concern is that I’ll settle on a ‘cool’ sounding name and that people will think it’s weird. While I want something normal, I do have some parameters:

      1. The name should be free for the .com and major social media
      2. I don’t want a main ‘S’ sound, since I don’t like how I say it.
      3. I am hoping to have something simple to use over the phone. I use ‘Tom’ for Starbucks and reservations because it’s clear, short, and not me.

      Anyway, has anybody done this? Any feedback is great, but I am more focused on changing my first name.

      Pardon the crappy tags.

      18 votes
    18. What are all the different ways in which we can appreciate games?

      I know my question isn't worded great! If anyone has a better edit after reading all of this, let me know! I have a half-formed idea in my head and I want to brainstorm a bit. Here's the idea:...

      I know my question isn't worded great! If anyone has a better edit after reading all of this, let me know!


      I have a half-formed idea in my head and I want to brainstorm a bit.

      Here's the idea: games as a whole have a ton of different aspects/lenses through which we can enjoy and appreciate them, and I want to know what they all are. Here are some examples to show what I mean:

      Aspect Description Examples
      Narrative We can appreciate a game with a good story To the Moon, The Walking Dead
      Exploration We can appreciate a game that lets us explore a digital world The Legend of Zelda: Breath of the Wild, Minecraft
      Movement We can appreciate a game that lets us move in compelling ways Forza Horizon 3, Mirror's Edge

      I feel like there are dozens of these we could come up with if we get really specific. The diversity of gaming experiences and genres really lends itself to a broad swath of these aspects. After all, the appreciation someone gets from playing something like Katamari Damacy is very different from that which someone gets from, say, ARMA 2.

      I think later it might be interesting to try to apply some sort of analysis or taxonomy to this, but right now I just want to brainstorm. What are all of the different reasons we can like games? Be as specific as you can, try to cover lots of different titles and genres so that all of gaming is represented, and feel free to critique or edit my examples as well (e.g. I think it might be worth breaking up "Narrative" into "Plot" and "Characters", for example).


      Aggregated List So Far

      I'll keep updating this as we go. For entries that didn't follow the table format (which I didn't intend to be prescriptive but it looks like it caught on!), I've tried to incorporate them as best as I can, but if you feel I've misrepresented something let me know! Again, I'm mostly just interested in brainstorming at the moment, and then I think we can have a secondary thread later for analysis/synthesis.

      Aspect Description Examples
      Narrative We can appreciate a game with a good story To the Moon, The Walking Dead
      Exploration We can appreciate a game that lets us explore a digital world The Legend of Zelda: Breath of the Wild, Minecraft
      Movement We can appreciate a game that lets us move in compelling ways Forza Horizon 3, Mirror's Edge
      Empathy We can appreciate a game for who / what it positions us as, and the degree to which it gives insight into that position. Benefits for the player range from novel emotional experiences to genuine moments of learning. Diaries of a Spaceport Janitor, The Beginner's Guide
      Escapism Sometimes you simply need a break from real life and to escape into a fantasy world for a bit. Videogames are a highly effective way to do this IMO, since you are actually granted agency as an actor in them, which you don't get in most traditional escapist mediums like novels, movies and shows. Almost every game with a story, to varying degrees
      Catharsis When you manage to deeply emotionally connect with any story (regardless of medium) and it reaches its climax or denouement, it can often help you break through the emotional barriers you have set up over time, which then allows you to safely release your pent up emotions. Surprisingly, I find games to be somewhat less effective at this than novels, but it still happens with them often enough to be a major component of my enjoyment of them. Gris
      Emotional Challenge Sometimes the opposite of catharsis is great too. Getting to experience emotionally challenging things, like a truly mind-bending or depressing story, in the relatively safe environment of a game can be incredibly fulfilling. Although, those sorts of games often require me to be in the right frame of mind to experience, so that I don't have a breakdown afterwards, and as a result I don't seek them out all that often... I can only handle so many existential crises per month. ;) Disco Elysium
      Intellectual Challenge Whether it be from difficult puzzle elements or strategy mechanics, intellectual challenges presented in games can be incredibly gratifying to solve and overcome. Europa Universalis, puzzle games by Zachtronics
      Eureka Moments This goes hand in hand with the above two, but also applies to most games. Those moments when you finally figure something out that you were struggling with beforehand, or a major plot twist is revealed, can be truly glorious in games, and IMO they tend to occur more often in them than most other entertainment mediums. Portal, Portal 2, The Talos Principle, The Witness
      System We can appreciate a game that lets us explore a well crafted system of interacting logical parts. The player can learn the rules of the system by observation and experimentation, and apply critical thinking and problem-solving skills to achieve goals. Stephens Sausage Roll, Factorio, The Witness, Antichamber
      Competition We can appreciate a game for fostering a competitive spirit among peers, to test themselves against each other as teams or individuals Dota 2, Rocket League
      Cooperation We can appreciate a game that allows and encourages two or more people to work together towards a common goal A Way Out, ibb and obb, Portal 2
      Audio experience We can appreciate games that use music or sound in interesting or resonant ways Bastion,Metal Gear Solid III
      Visual experience We can appreciate games that use visuals in interesting or resonant ways Tetris Effect,Super Hexagon
      Effort We can appreciate games that adequately convey the effort required for the task happening on-screen Don't Look Back, The Witcher 3, Dishonored
      21 votes
    19. Who moved my cheese?

      Prologue: Feeling cranky, trying to be civil. I posted a link to an article, in the ~news, about two of the top US dairy producers declaring bankruptcy ... and Someone moved it to ~food. Harumpf....

      Prologue: Feeling cranky, trying to be civil.

      I posted a link to an article, in the ~news, about two of the top US dairy producers declaring bankruptcy ... and Someone moved it to ~food.

      Harumpf.

      ~food is "check out this new latte recipe" or "how to survive the vegetarian keto diet" (yes, that's a thing; I'm on it. May be why I'm cranky).

      My post was ~news, about the US economy, shifting societal norms, potentially about climate change.

      But forget about this specific categorization issue. This is the first time I've bumped into Tildes' moderation methodology.

      I don't subscribe to ~food, so for me, my post just vanished, w/o notification or explanation. Took me a few minutes to find it. I don't see any way to ID who moved it (may well have been @Deimos, for all I know), nor any way to challenge the move.

      Have I overlooked some 'moderation dispute' button, or some such? Or is moderation here beyond dispute?


      ETA: For anyone visiting this post down the line, here's the official/original statement on this ...

      https://tildes.net/~tildes.official/53r/users_can_now_be_manually_granted_permissions_to_re_tag_topics_move_them_between_groups_and_edit

      20 votes
    20. My 2020 Book Challenge: "Reading the Alphabet"

      Here's a little setup I'm going to try out with my reading habits this year. I figured I'd share the idea, in case anyone else is interested in running it (or something similar) for themselves....

      Here's a little setup I'm going to try out with my reading habits this year. I figured I'd share the idea, in case anyone else is interested in running it (or something similar) for themselves.

      Rules

      • I must complete one book for each letter of the English alphabet (26 total).
      • A book fulfills a letter by having the title or any part of the author's name start with that letter.
      • I do not have to go in alphabetical order.
      • I CAN rearrange entries at will.

      Example

      I realize that's hard to visualize, so here's how the first few letters might look once completed (these books are placeholders):

      A: Jeff VanderMeer - Annihilation
      B: Tina Fey - Bossypants
      C: Arthur C. Clarke - Rendezvous with Rama
      D: Dava Sobel - Longitude

      Explanations/Clarifications

      Let's say the first book I read is Kurt Vonnegut's Slaughterhouse-Five. I could have that count for K (Kurt), V (Vonnegut), or S (Slaughterhouse).

      I'm choosing to ignore articles in titles. The Martian would thus count for M (Martian) rather than T (The).

      If an author has a single name (e.g. Voltaire), I can only use that one letter (V). If an author commonly uses more than first and last names (e.g. Chimamanda Ngozi Adichie, Hunter S. Thompson), I can use any parts (C N or A, and H S or T, respectively).

      If the book title is/begins with a number or symbol, I can count it under the letter that corresponds to the name/pronunciation of the number or symbol (e.g. 1984 would be N (Nineteen) while 1Q84 would be O (One)).

      As the process goes on and more letters get filled, my choices will get narrower. I am allowed to swap around books in order to accommodate new choices, but only within the parameters of the rules above. So if I initially had Kurt Vonnegut's Slaughterhouse-Five down for S but then I decide to read Stanley Schmidt's The Sins of the Fathers, I can move Slaughterhouse-Five to V for Vonnegut since Sins can only work for S.

      Purpose

      I came up with this for a couple of reasons:

      • It's a semi-fun way to jazz up my regular reading habits.
      • It gives me a goal to work towards.
      • It will help me narrow down choices from my immense backlog and interest list, especially when I have only a few spots left to fill.
      • It's free-form enough that I don't feel boxed-in, but it's restrictive enough that it'll likely force me to read some stuff I wouldn't usually choose.
      • 26 books for 26 letters is coincidentally perfect for an average of one book every two weeks, which feels like the right pace for me.

      Process Note

      I'm only going to count books I read with my eyes rather than books I listen to. This isn't because I have anything against audiobooks (I love them!) but because I've actually gotten TOO dependent on them and am not sitting down to read books like I used to. I'm hoping this can restart my reading habit. I put this here rather than in the rules because I don't want to restrict anyone else should they choose to do this exercise.


      I plan to post updates on my "alphabet progress" in the scheduled "What are you reading these days?" threads.

      Anyway, feel free to share your thoughts on this process. This is entirely theory-based at the moment, as I've never actually attempted it, so if there's anything I've failed to account for or any potential hiccups you see, let me know.

      Also, if you're wanting to steal the idea, whether wholesale or in part, go for it! It is ripe for modding or tweaking. I'm considering doing a second, separate alphabet for myself that's limited only to graphic novels, for example. I also think it would be neat for people to do it in other alphabets, in languages other than English.

      Furthermore, it's a generic enough setup that you could do it for more than just reading too. You could use the ruleset as written with music (using artist and album names) or movies (using titles and directors). Games are a bit tougher since you really only have the title to work with (since there's often not an identifiable "author"), but with some tweaks I think it could still happen.

      10 votes
    21. Brainstorming for a gaming "challenge checklist" for 2020

      I realize this is a little early and that I've been doing a lot on Tildes lately, but I'm really into this idea and I know a lot of people will soon be busy with holiday plans (if they aren't...

      I realize this is a little early and that I've been doing a lot on Tildes lately, but I'm really into this idea and I know a lot of people will soon be busy with holiday plans (if they aren't already). As such, I figured it was better to go ahead and propose this now rather than wait:

      What are challenge lists?

      In reading circles, it's common for sites to put out yearly "challenge checklists". They are lists of different criteria with stuff like "Read a book published in the year you were born" or "Read a book with the name of a country in the title", and the idea is that you try to complete the list over the course of the year. Here are some examples from 2019:

      The Idea

      I think it would be neat if Tildes came up with a gaming version of one of these challenge lists for 2020. Why?

      • It's fun
      • It's great for diving into your backlog (if you have one)
      • It gives you incentive to play games you might otherwise overlook
      • It's fulfilling to work towards a goal
      • I haven't seen a gaming version of this idea before, so we could (maybe) be trailblazers!
      • But mostly it's fun

      The Process

      I was originally considering coming up with my own individual list for myself, but I think it would be neat if we did a community version instead. As such,

      • If you are interested in participating in a 2020 gaming challenge list, let me know in this thread.
      • If you have ideas for criteria for the challenge list, also let me know in this thread.
      • If you have any other thoughts on this setup, let me know.

      This is a brainstorming thread, so feel free to submit any and all ideas you have. Throw everything at the wall. We'll see what sticks afterwards.

      To be clear, the challenges are more about playing certain games than they are about completing specific tasks within games. So "play a game in which you can pet a dog" works, while "pet the dog in Zork II" does not.

      After we finish brainstorming, I will compile all submitted criteria into a poll and we can vote on the ones we most like. Then, after voting, the top [number TBD] entries from the poll will become our challenge list for 2020.

      8 votes