I love these scenes, but stories tend to rush them and it infuriates me:

First contact, esp. working out how to communicate across species

Time traveler convincing someone in the past they're from the future

The first 48 hours of the castaway arriving back in civilization
Now I'm wondering if you can work all three elements into a story.

For extra credit, assemble a story that's 90% composed of scenes that fit those types (can be a mix, or all of one type)
I gotta say for #2, Marty McFly trying to convince Doc Brown in Back to the Future is a pretty solid classic, my favorite bit is when Doc Brown asks him who's president, Marty says confidently, "Ronald Reagan" and Doc Brown bursts out laughing, "The Actor???"
Like if you were time traveling from 2020 back to anytime pre-2016 you would probably be better off just lying if you got that question if you wanted to be believed

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More from @larsiusprime

26 Jan
Here's my dump of Steam's Greenlight records, # of greenlight submissions by year of posting.

Then, tracking how many of them were eventually released (regardless of whether they were specifically greenlit or not) Image
Well, more specifically -- how many of them have a linked store page on their greenlight page. A number of them clearly weren't greenlit/released by the time greenlight ended, and just went through Steam Direct later, but I'm not tracking those down.
One of the things I'm trying to measure (as seen in my famous Clark Tank graphs) is what the patterns in distribution of revenue on Steam over time look like.

Looking back to the early days of Steam you need to account for games that weren't allowed onto the platform at all...
Read 6 tweets
30 Dec 20
To this day, I am super mad at all the people who put for the codswallop that HTML5 was this perfect replacement for Flash.

It's been 10 years since "Thoughts on Flash" was published and HTML5 STILL doesn't (in actual practice) replicate what mattered about Flash.
What really mattered about Flash, in my view:

1) For 95% of applications you can just distribute a single SWF file

2) You have a robust authoring tool that is animation/graphics-first and newbie friendly

3) You can send a link to your mom and she can just play it w/ no issues
HTML5 *at its very best* accomplishes most of 3), and is still in the stone age when it comes to 1) and 2).
Read 14 tweets
19 Dec 20
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.
Read 5 tweets
19 Dec 20
Calico seems to be climbing the Nintendo Switch sales charts lately

nintendo.com/games/detail/c…

Pat yourself on the back if you predicted this
(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)

Still pretty impressive.
Read 4 tweets
19 Dec 20
The whole "Games are still a young medium" thing is a bit played out now.

How long did it take film to mature?

1st silent film - 1888
Cabinet of Dr Caligari - 1920
Citizen Kane - 1941

~50 years spans earliest tech demos to silent-era classics to titles in the modern canon
Video games:

Tennis for Two - 1958
Pong - 1972
Super Mario Bros - 1985
Minecraft - 2011

53 years from the first twiddlings on an oscilloscope to the best selling video game of all time
It's been 62 years since Tennis for Two.

If we count up from 1888, Video Games are now where Film was in 1950.

1950 is when Sunset Boulevard came out [1]

Was film still a "young" medium still finding its feet? Or was it an established art & powerhouse of culture & industry?
Read 5 tweets
17 Dec 20
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.
Read 5 tweets

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