The atlantic piece is obviously extremely tendentious, because everything the atlantic prints is extremely tendentious; it's a rag that puts out a very narrow, specific viewpoint.
There is, of course, enormous uncertainty surrounding everything having to do with covid (and anyone claiming that we know for sure how any given public health policy would go is lying to you) but for the atlantic it's important to promote one particular viewpoint in all things
It's honestly just noise and no signal. The choice of sources an examples is laser targeted to promote a specific point, to claim there is a correct "scientific" level of worry to have
In reality of course people have different levels of concern partly because they have different valuations of what's important to them and how they feel about the ethics of the situation
anyway this is all kind of a waste of time. the thrust of the article is that you should be exactly as worried about covid as the atlantic editorial board is, which is obviously a stupid point of view
as always I wish every atlantic staff writer a very pleasant get a real job
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game design tip: if you say “delta” instead of “difference” you instantly add +1 validity to your argument
further tips:
remember, you “uptune” and “downtune” things. buffs and nerfs are for amateurs.
instead of talking about storylets, branches, stitches, choice points, etc, experiment with calling literally everything a ‘node’
literally anything about your game can and should be an “economy”. try these phrases out: resource economy; action economy; time economy; motion economy; momentum economy; NPC behavior economy; social economy; and of course the ultimate one, “monetization economy”
MS Word is kind of crappy because it’s not particularly good for quick ephemera (where Docs’ collaboration tools shine) nor is it an actual competent desktop publishing software you could use to make an actual publication; it’s kind of an unhappy medium between the two
That Tweet Thread talks about using footnotes, which yes google docs can’t do but also jesus are you really using the footnote function in word? just learn markdown, latex, and pandoc, you fools
HOWEVER excel is a million miles ahead of google sheets. sheets is ludicrously underfeatured and the documentation is for shit
Economists talk about "downward nominal wage rigidity"; ie, it's institutionally hard for companies to give people wage cuts, so when they have to (either for global reasons like a recession or local ones like a single failing business) they instead tend to fire people.
It occurs to me that there's a similar phenomenon going on with those pictures of signs saying things like "DAIRY QUEEN IS CLOSED BECAUSE NO ONE WANTS TO WORK." The US (and other western economies) hasn't seen actual full employment or a real social safety net in a generation.
Those companies might not have the institutional wherewithal to raise wages (whether at an executive level or just when it comes to local dumbass managers) so instead they just fail to operate at capacity.
PS, I think folks are conflating a question of boundaries ("is strategic fluting okay") with one of game balance ("is strategic fluting overwhelming other strategies"), which is natural - strategies that are visibly aggressive often are "felt" by players more
cf stasis in destiny, where the sense of helplessness in being frozen definitely caused players to overestimate how powerful those abilities actually were [even if they were indeed overutned]
given the exploit it's really hard to say right now what the actual impact of strategic fluting is, and of course blaseball's deeply stochastic way of selecting outcomes will make it hard to see.
ftr I think saying "strategic fluting is cool actually" is unambiguously the right move, and I think the spikiness of that competitive aspect is what makes blaseball the splort we are all love
blaseball is all about catch-up mechanics and reversals, about the cruelty of random chance, and about so-called success being A Terrible Mistake; all of those themes are served by the ability of players to be sneaky and aggressive in how they play
and inasmuch as this stuff can cause imbalances I trust the game band to figure it out - again, the game is loaded with catch-up mechanics, much like how in real life the way to be a good sports team is to tank for those high draft picks (or is that just the nba?)
So I finally had a chance (over the last couple months) to play a Belonging Outside Belonging game and I think I get what people enjoy so much about them
one note though: I think I'd have gotten a clearer initial impression of what those games are like if instead of talking about "GMless games" we talked about "shared-GMing games"
Also, I don't know if this transposes to other games but the one I did play felt like it would benefit from more concrete and frankly prescriptive scenarios and character motivations; it felt very much like a batteries-not-included experience.