stux⚡️ @stux@mstdn.social
Its absurd
People are paying for AI tokens to create bot accounts on #Mastodon to post
nonsense, increasing the costs for servers, storage and emails all while making the #AI
hype even bigger so our servers are gonna costs a lot more
And some wonder why I hate pointless LLMs (AI) so much🤔
Kirk pulled a quote from this video on Mega Man 2.
His design rules for Mega Man 2 were specific and deliberate. Enemies appeared
in small waves, three or four at a time, using the same attacks, so players could actually
learn the pattern. Terrain and placement adjusted the challenge, not random enemy
behavior. And here's the detail that reveals everything. The last enemy in each wave was
easier than the ones before it. I'll say that again on purpose. The final enemy in a wave
was easier. Why? Kamura explained the psychology this way. He'd notice that people don't
replay games, even good ones, because when they think back, their minds go to the hardest
parts, and that memory makes replaying feel like work. He didn't want players remembering
Mega Man 2 as a slog. He wanted them to remember feeling like they were getting better.
And then he said something that is essentially the entire point of this video. I quote, "I
wanted the player to feel like he was improving at the game, too."
I've been thinking a lot recently about addictive behaviors and product design and...
okay, full disclosure, I have a Stardew Valley save with over 300M gold. I recently
deleted the Facebook, Instagram, and Reddit apps from my phone.
I'm struggling with this as much as anyone else. I mean, sure, I've got a walk to and from
the office, that's some time to do some mindless tapping, but...
Circa 2001, I had a Sega Dreamcast with Tony Hawk Pro Skater 2 on it. At some point I was
trying to unlock the hidden area in the final level, and spent a bit of time on it, and
realized I wasn't building transferrable skills.
Sometime in between now and then, I was playing Half-Life 2, and realized that if I went
into a melee with low health, the attacks were nerfed and I could move through the levels
more quickly.
Games have gotten more refined, and now Stardew Valley doesn't require any skill, it's
just tap for dopamine. But at least it wears its politics on its sleeve, and you discover
pretty soon that maybe having little creatures that live on your farm and harvest your
crops, whose color you can change, is kinda problematic? That, as you kill all of
the denizens of a level of tiled, lit, underground space, obviously an advanced
civilization, in order to steal their cloth, that maybe there's a commentary on
colonialism here?
Charlene and I are hooked on a TV show called The Way Home (and other friends
whove tried it have gotten similarly hooked), and one of the recurring themes is a
compulsion to participate in history, in a way that explores addictive behavior, so maybe
that's the thing that's framing my experience of the world these days.
But, between "AI"/LLM chatbots, online gambling, computer games, etc., I'm wondering where
the boundary is in the things that we create between giving us joy, giving us new
experiences, and exploiting holes in human perception to create deliberately addictive
experiences.
And I'm pondering this as someone who participates in a lot of IRL stuff, indeed as
someone who's an organizer of a lot of community, from square dance calling to Urban Chat forums.
I don't have good answers, but I'm disturbed.
AI-generated
podcasts: Synthetic intimacy and cultural mistranslation in audio overviews from Googles
NotebookLM Jill Walker Rettberg
I find that although NotebookLM appears to create a customised podcast just for
you, it is in fact applying a very particular template to all the podcasts. NotebookLM
translates (and mistranslates) sources into Standard American English both linguistically
and culturally. I argue that NotebookLMs abstracted model podcast genre is a holdover from
the 20th century idea of a shared public sphere, in contrast to the multiple public spheres
that are nurtured by human podcasts.
Via
Worst People Imaginable Freak Out Over Racist Plantation Game As Valve
Watches From The Sidelines
As Chris
Trottier
@atomicpoet@atomicpoet.org
summarizes:
Plantation Simulator was advertised as a game in which you could buy and abuse
black slaves. This isnt that notable. Theres lots of edgelord games out there
made for
and by terrible people.
What is notable is that, two hours after it was launchedoutside
Steams
refund windowthe dev issued a patch that turned all the slaves white.
This upset a lot of awful people who bought the game with the expectation that
they could enslave black people only to realize they could no longer do this. They were
now stuck with white slaves. The whole thing was a rug pull.
As of May 24, the dev has since removed the game from Steam, claiming
hes
said everything he wanted to say.
But before it was removed, this game had overwhelmingly negative reviews on
Steam. But not because it was racist. No, it was because racists could no longer live out
their fantasy.
But it gets better. From the Kotaku article:
A further update not long after changed the whipping animation to a string of
hearts, put bikinis on the slave characters, and updated the mature content description
to, In this game, your friends wear bikinis and you can give them little
kissies. Since
that update, the user reviews have entirely flip-flopped, with a cascade of negative
reviews complaining now about a lack of diversity and a deceptive product. Again, most of
these reviews have an hour or less playtime, and basically all of them include racist
remarks.
Miami Herald:
Exclusive: The Palm Beach cop who Jeffrey Epstein couldnt stop.
It's largely a puff piece about Palm Beach police chief Michael Reiter, with some
speculation that Epstein had a mole in the police department or the DA's department, but
there's some reminders in there about how this is a class and collaborator thing.
Via your auntifa liza 🇵🇷 🦛
🦦 @blogdiva@mastodon.social, including gift code.
Dayv @dayv.wtf
"Pronoun police"? Please. The proper term is the gendermes.