brin_bellway: forget-me-not flowers (Default)
[personal profile] brin_bellway
Had to postpone last week's backups because my laptop had enough on its plate, so here is a somewhat larger roundup.


Comments on my own posts:

[none this time]

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Comments on other people's posts:

(Note: this post is subject to a formatting glitch. The last post is still last, but all *other* posts in the thread are in reversed order.) [Tumblr; Wayback] (OP by [tumblr.com profile] icarian-arts) Today in "memes that came to people in visions": accidental tips on phone customisation.

[Tumblr; Wayback] (OP by [tumblr.com profile] femmenietzsche) The social acceptability of the word "bitch".

[Dreamwidth; Wayback crawling forbidden OP apparently later turned crawlability on] (OP by [personal profile] yvannairie) The complicatedness of musical taste. [three comments]

[Dreamwidth; Wayback] (OP by [personal profile] yvannairie) Pokemon Go identity logistics.

[Tumblr; Wayback] (OP by [tumblr.com profile] thisismycursed3rdblog; addressing [tumblr.com profile] itsmaledict (Halloween alt of [tumblr.com profile] itsbenedict)) Just how many twists can we put into enemies-to-friends-to-lovers?

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Links:

[FiveThirtyEight; Wayback] (by Ben Casselman; h/t Scott Alexander) As a 25-year-old part-time student in a certificate program at a school that prides itself on its *high* acceptance rate and who has never lived on-campus, I really feel this article.

[Tumblr; Wayback] (by [tumblr.com profile] doctorbeth) Adorable stuffed-animal clothing.

[mild cw: war] [Tumblr; Wayback] (by [tumblr.com profile] the-battle-lesbian; h/t [tumblr.com profile] consumptive-sphinx) Shaun Keenan does some excellent art of dinosaurs in (relatively) modern contexts.

[BBC News; Wayback] (can't find a byline; h/t Matt Levine) The best roundabouts in the United Kingdom.

[cw: abuse] [The Outline; Wayback] (by Joanna Mang; h/t Scott Alexander) I remember Shakesville, though I was never a regular reader: it was too intense for even 2011!me to handle. (And I say this as someone who was once among the top 5 most prolific commenters on Ana Mardoll's Ramblings.) I disagree with Scott's assessment, though: to the extent that Shakesville strikes me as less terrifying than it did before, it is only because I have since met people whose goodwill is not conditional on staying in the good graces of Shakesville's ilk.

[Raph's Website; Wayback] (by Raph Koster) A postmortem of the MMO Star Wars: Galaxies. I never played it and am not sure I've even heard of it before, but the series is interesting nonetheless.

(although why one would deliberately create a world in which everything decays I do not know; decay is the worst part of the real world and I for one would rather not have it in my escapism, especially not in such a...well, *inescapable* manner)

Laugh rule:
[Sputnikmusic; Wayback] (by SowingSeason)
traits not necessarily suitable for a band that regularly references animals and shouts hey! an average of nine time per song.

(I finally got around to listening to this 2015 album recently. Very solid album, only a couple of duds. (Whereas with My Head Is an Animal I only liked about the first half.) My favourite was "We Sink", because I am predictable and also it is pretty.)


Bonus: a few selections from my recent bookmark-tidying.

[Dreamwidth; Wayback] (by [personal profile] deird1) The Vegemite Effect. (A memory: "This food tastes of lies," I say, waving around a piece of food from the Chinese buffet when I'd been *told* we were going to a steakhouse.)

[Tumblr; Wayback] (by [tumblr.com profile] thatsnotwatyourmomsaid) Hello, you must have found my camera!

[WordPress; Wayback] (by Chris Witham) Welcoming new zombies to the collective.

[K.B. Owen Mysteries; Wayback] (by James Thurber) Viewing Macbeth through the lens of murder mysteries.

Laugh rule:
[Bandcamp; Wayback (while for *best* results you'll need the audio, Wayback *will* at least get you the lyrics)] (by Brooke Abbey) Let me tell you the story, as sad as it's true...

Date: 2019-10-15 12:01 pm (UTC)
From: [personal profile] contrarianarchon
Re: SWG, I assume you know the boring answer - "Because people won't need to participate in an economy if they don't have upkeep costs to a certain level of power". I say with the deep wisdom of having link-crawled that blog, probably off the same source as you?

Hmm. I wonder if that's solvable. Because players won't do things that they find fun (like crafting, buying and selling) unless it matters, and since you have stuff going into the economy you need stuff going out. I suppose there's e.g. flight rising's exaltation mechanic, but in an old-school-MMO context you specifically need people to be sinking their best gear/character resources. Upkeep and/or decay is the obvious choice but I would like to know if there's another one?

Date: 2019-10-16 04:50 am (UTC)
From: [personal profile] contrarianarchon
>>I feel like, at least in my psychology, there's a significant difference between degrade-to-broken and degrade-to-dust, plus a significant difference between repair-with-currency and repair-with-items, plus a significant difference between only-high-level-gear-degrades and all-gear-degrades. And SWG expects me to repair all my gear with items when the items are nonrenewable, of unknown total-quantity-in-existence, *and* of unknown location? Screw *that*.

That's totally valid - it's pretty much the most hostile possible way to have that layout.

>> Speaking as a player merchant, I *love* centralised marketplaces.

That's fair, I think. I like the idea of mercantile business being viable but I think you'd need to write an entire game around making player-to-player mercantile work viable and this wasn't it.

>>sense of stability and progression was the main *point* of MMOs

I was under the impression that the point was keeping your Skinner box and your social life in the same convenient package, TBH, but this is also a reasonable take about why they're good.

... further thought suggest that in fact the point of MMOs, and the thing which makes them good and novel compared to other games is that they serve many masters and have many populations who like them for many different reasons - that interaction of competing interests and needs is one of the things which makes them how they are.

>>SWG was a pretty early MMO

Early MMOs are fascinating and full of bizarre design choices. I love reading about them, and MMO design in general (if you have any good sources for modern-era high-level (i.e. non-game-specific) MMO reading I'd be much obliged - all of my non-game-specific sources date to the early 2000s right now) It fills me with a deep sadness that we will not be able to revist that age - MMOs are simply too expensive (In terms of people-to-make, infrastructure-to-maintain, and social-capital-to-populate) for there to be many weird ones, now that we have working patterns.

>>Right-tail chasing seems to be very helpful in driving player economies

That does seem to be the consensus on how you're supposed to do it, yes. I'm not sure I like that because it feels unnatural to me, but I suspect it could be well-designed enough that the hypothetical game which was good enough for me to play too the end-game would also be compelling while right-tail-chasing. (I care for systemic optimization more than numbers-going-up, so comparing "Spending mental effort to narrow your supply chain loops" and "Spending mental effort to optimize the grind for the next tier of resources", the former seems much more enjoyable.)

>>In Flight Rising, significant swaths of the economy are driven by people competing over rare familiars: if you've ever bought a secondhand gene scroll, you've likely bought a secondhand gene scroll from a Boolean hunter

This is a unclear causal chain to me due to lack of familiarity with context. Could you please explain?


Date: 2019-10-17 05:34 am (UTC)
From: [personal profile] contrarianarchon
>>Raph actually links to a 1996 paper on the Four Types of MUD Players.

Richard Bartle (the author of that paper) is also the author of my early-2000s MMO design textbook - he was very prolific/influential in that Era of MMOs and MUDs.

(I am Explorer>Socialiser>Achiever and little to no killer. I think that paper underestimates the effect of other people on making a virtual world interesting to explore though - in general he seems stuck on moving through space as the vector for exploration)

>>[Long explanation about Flight Rising economic dynamics]

Thank you! I had gotten to "Boolean's very rare, must have much cash" from looking stuff up when you've mentioned them previously, but the specific trading scheme you have there was not something I was familiar with.

(Also let me say, that whole scheme is *really* cool and I think highly of you for being able to do something like that, even in a video game. Good job!)

Date: 2019-10-17 02:23 am (UTC)
vyctori: (DS9)
From: [personal profile] vyctori
I remember hearing about Shakesville pre-2008. Damn did I dodge a bullet by never getting involved.

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Brin

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