You’d think after all these years and all the harassment I’d know better and actually trying to explain progressive concepts to bad actors, even if they follow you, will not work and you will be punished immediately with dozens of people harassing you.
Maybe one day I’ll learn.
This happens literally no matter what. Even if the person you talked to sees your point.
They WILL come after you, ESPECIALLY if you’re a woman.
My personal instinct is to not give up on people and have conversations about missteps but Twitter makes it literally impossible.
My only advice these days is this one: block literally every single bad actor even if they follow you because if you don’t and if you try to explain and discuss, you’ll potentially end up raining harassment on yourself and other people.
You get to choose between protecting yourself and other marginalized people or blocking the person who could use the difficult discussion, which is then used as an opportunity by GGers and friends to use your action to radicalize them.
And this is how you feel guilty either way.
And you gotta know this: This is by design. Not allowing teaching moments about progressive topics and then using the opportunity to radicalize people and telling them that they never needed the teaching moment in the first place IS one of the strategies.
If this ever happens to you and the same people who go ahead and harass a marginalized person, sending violent and aggressive things to them THEN turn around and come to YOU to reassure you that you did nothing wrong and that you are the victim here: You are being recruited.
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So I’ve been thinking about EA putting a patent on an intricate dynamic difficulty system that in the patent refers to its use to be for player retention and while I don’t claim to know the inner workings of EA and its motivations, I wanted to take a stab at dissecting it: Thread
So from what I understand, the system in question has a way of analyzing player behavior from previous games in relation to a player’s predicted time spent in one play session and it uses that data to adjust difficulty dynamically.
I could be wrong in how it is used in the patent, but usually when we refer to player retention we use it to discuss overall retention of a player playing the game in recurring sessions and not within one play session. Retention data *usually* means if people come back to play.
Hi. This is a weird tangent but I’m nervous about this so you’re coming on the journey with me of fighting my spider mite plant infestation by.. releasing... more mites into my plants. 😬
I bought a plant from Facebook marketplace from a local and now almost all my plants have spider mites and it was a huge mistake so here we are.
Mites that eat other mites are my only hope.
It ... feels very counterintuitive, not gonna lie.
Also... it’s somewhat cruel? Once all the spider mites are gone, these mites here will die because they won’t have food.
But it is for the greater good I guess otherwise I will suffocate in spider mites. 🙃
Alright let’s play a little guessing game for non-devs:
Make a guess for me for how long you believe it takes to build a full 3D character from scratch for a game. Including concept, tools, pipeline, style development with existing standard software.
Make a wild guess.
I’ll let folks take guesses for a while and talk about the answer later.
In the last 24 hours I’ve screamed into my own hands dozens of times because trying to explain to people that re-purposing technology and assets isn’t just like copy and pasting something and it’s been driving me absolutely mad.
Even re-purposing assets is a lot of work y’all.
Players have access to information and developers talking about their work more than ever - all you have to do is listen to us.
You want more transparency and here are so many people willing to share what we do and how we work and all you got to do is listen.
I’m really really happy to take the time to explain these things and I’m doing my best to do so in plain language but the outcome is so often that people straight-up don’t believe me, call me a liar or lazy or want to bash other games and devs and it’s just so frustrating.
For crying out loud man. Y’all need to stop calling devs lazy when we work cost-efficiently - re-using technology and parts of older work is a perfectly normal thing to do.
You can’t pretend to care about crunch culture and ALSO bash us for working smart.
Re-purposing parts of the work we have created is a PERFECTLY NORMAL THING TO HAPPEN IN GAMES. We re-use technology, 3D assets and models all the time. Look up kit bashing. Understand why this is important to do. It’s like asking us to toss out literal months/years of work.
Building up a library of things to re-purpose and reference is a great goal for every studio to have because it saves us time and work. It builds expertise in tooling and internal technology. It defines a studio-specific style without spending 10 months on lookdev.
Thinking about him and this Dr Who episode today, which might be one of my favourite scenes in any show ever.
I think it's a reminder that ... if there is any kind of art out there that means something to you, to take the time and let the people who made that piece of art know. To loudly express how much art enriches our lives and how much more the people who make it deserve.
One of my favourite video games in the world is the Beginner's Guide and it discusses our relationship with our audiences in a very profound way and often I am scared that we do what we do for the recognition but I think it's probably more profound than that.