Every time you see the word "algorithm" just replace it with "policy" or "procedure".
It's just a structured list of rules at the end of the day, that some person felt was suited for the task at hand, and should be judged accordingly.
Algorithms can be obscure and uninterrogatable but the same goes for policies.
Ultimately machine learning is outsourcing the output to a giant pile of math soup, but we're still responsible for what comes out the other end.
One thing I've noticed is the more transparent the "rules" are the easier it is to get people to buy into the notion of "procedural" justice.
The more the "rules" are obscure and obfuscated, the more people obsess over outcome disparities alone.
I mean we always obsess over outcome disparities, and for good reason, but when you can't transparently appeal to a shared trust in a well codified due process then everyone just focus on what the thing poops out
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(I did not predict this because I was not yet paying attention)
Here's Calico's movement up the North American Switch charts.
(Keep in mind this is a sliding two-week window and I haven't matched this to discounts, which matters a lot because games leap onto the charts when they're on discount then decay slowly)
Mobile game market question:
I always hear mobile market is "ruthlessly metric driven", ie, that it's all a user acquisition arbitrage game (spend big on ads/cross promotion, price out your competition, make a thin profit margin, then scale it all up)
1) Is this true?
...
2) To whatever extent it is true (b/c whether or not it's true for everything in mobile it seems to me to be true for certain segments of the market at least)... is there anything fundamental about mobile that means it HAS to be this way, or is just an artifact of store design?
So basically, is this meme actually true, if it is true, to what extent and what limitations, and for any segments for which it holds true, is there an easily imaginable alternate universe where it's not true, and what is different in that universe.
Kongregate and Newgrounds was the now-nearly-vanished "Minor League" of game development, a middle step between "indie nobody" and "massive success".
You could make a mediocre game and expect a mediocre return, which is where future careers can blossom from.
This is certainly where I got my start. If it wasn't for Kong (and Newgrounds) I know for a fact I wouldn't have sold many copies of DQ1, and then I wouldn't have gotten on Steam in 2012, and I'd have picked a different career.
I've read several reviews now and the consensus seems to be:
1) Reduces loading times, often by a lot! 2) Under optimal conditions, has more lag and lower image quality 3) Under merely good conditions is intermittently frustrating 4) Under average conditions is unplayable
And that's without considering the fundamental flaws in the business model (subscribe THEN buy full priced games) and the lack of guaranteed, no-extra-effort-for-the-devs, cross-save with your existing game platform that you also own the game on.