This post is a response to this discussion on twitter.
# When I first played PUBG for hundreds of hours I could visibly notice myself becoming better at making and sticking to plans. The game is so open and you’re constantly threatened, so if you want to get good it forces you to come up with your own structures to deal with all the inherent uncertainty and randomness.
The same could be said of many games, but I feel like the BR formula is especially good at it because of how high stakes it feels.
A week ago John Riccitiello, CEO of Unity, said this:
Creatives are the most beautiful and pure, brilliant people. They’re also some of the biggest fucking idiots.
It’s a good, somewhat Trumpian quote that rings true to me. And the response by most indiedevs was about what you’d expect:
Now, I’m no fan of Unity. I don’t use Unity, I’ll never use Unity, and back in 2018, when goodwill towards Unity was still very high and its obvious problems were basically ignored by most indiedevs, here I was, autistically going on about how actually it sucks.
Information wants to be free, culture follows evolutionary flows — viral memetics — and accreditation, provenance, patents, copyright are all burdens that strangle the free flow of the work and ruin its memetic fitness.
Recognize memetic culture cedes no authorship, no credit; art is produced in a lucid state playing handmaiden to collective unconsciousness — and accelerated by the web — Art comes from beyond the self, comes from the network, or God.
There is no competition among indie developers. The more successful indie games there are on Steam the higher your future chances of success as an indiedev.
Outsized success creates demand for more games similar to it, and as more of those games are created and each further outsized success happens, a new genre starts to establish itself.
As the audience for this new genre increases, more developers are enticed to make games for it, creating a positive feedback loop that only ends when no more outsized successes for it happen.
Your body and your mind are you and you are them. Your body speaks to you through instinct, your mind speaks to you through reason. You feel in control of your mind because reason is weak, you don’t feel in control of your body because instinct is strong.
Body to mind coercion is the default state. Strong ancient instinct is a natural winner, which is why you eat and play more than you should, and exercise and work less than you should.
April Fool’s Day is a great example of how agreeableness acts as a blocker on creativity. Only on the day where wild and silly things are socially accepted do companies try aggressive changes to their products that might make them a lot better, as the social cost of change becomes lower.
For instance, Path of Exile’s battle royale mode started out as an April Fool’s joke. People liked it so much they constantly asked for it to be brought back over 3 years.
Agreeableness is one of the traits in the big five personality index. This is a statistically derived survey-based personality assessment tool devised by psychologists over the past few decades.
It can be divided into two subtraits: compassion and politeness. The compassionate are more likely to empathize with people, to care about their feelings, to be concerned for them, to want to be connected with them and affiliate with them emotionally. Politeness refers to the tendency to avoid aggression, to not exploit people, to not take advantage of them, and to respect things like social rules and norms, as well as authority more generally.
Recently I got in trouble over saying the n-word. Yes, that’s right. More specifically, I said that I had a generally positive view on them, but gamers currently don’t take kindly to folks with these newfangled fancy ideas ‘round these parts, so this kind of pushback isn’t unexpected. What was surprising was that, like in ‘em good ol’ days, I even got called an “n-word lover” by this here boy what calls himself ‘DANDEE L’OREO’:
I’ve been following crypto since 2012 and I first got interested in it mostly for academic reasons. It was an interesting development in computer science and I followed it somewhat closely for a couple of years. I feel like I have a fairly good understanding of it, but I’ve been really on and off about paying attention to further developments since like 2014-2015, so if anything I say here is wrong, please feel free to correct me and I’ll update the post.
Eventually I want to make an MMO. I’ve already sort of described it here but that idea will probably change significantly over the years. What won’t change is the fact that successfully running an MMO is both a massive technical and social undertaking.
I’m constantly working on improving the technical side of things by just programming a lot, but the social part of it is harder to practice because you actively need a community of people to manage, and until now I didn’t have such a thing.