EarlGrey

joined 2 months ago
[–] [email protected] 2 points 4 weeks ago (4 children)

It's definitely more intuitive but It would drive me insane having to type that all out.

[–] [email protected] 20 points 4 weeks ago (4 children)

But dude, bro, we could put the entire system on the blockchain man, and make it super efficient with an AI backend that will remove all errors bro.

Dude it's not even written in Rust bro. WTF is this dinosaur shit?

[–] [email protected] 8 points 4 weeks ago

The "Story Points = Hours" hits so goddamn hard. Like, tell me you don't fucking understand scrum without telling me you don't understand scrum.

We had a nice, effective production process on my team until a middle manager assigned to communicate with us started in with the whole "We can't spare this many points" bullshit.

[–] [email protected] 14 points 4 weeks ago* (last edited 4 weeks ago)

My criticism is that it largely ignores the primary advantage of Fediverse services (Decentralizing services that are designed to operate Centrally), while mostly explaining what I've always considered to be the most pointless feature (Cross Service posting).

It's a mildly neat feature if you want to centralize your entire social profile under one account (which is my security nightmare but you do you), but its not really fundamental to using federated services and its implementation can be inconsistent and confusing.

Maybe have a bunch of "Lemmy" (or whatever) nodes arranged in a circle, the same color, with the same icon, and connected to each other through the middle of the circle (not connecting to the "fediverse", although I guess you could have a transparent "Lemmy" super imposed over it) Then have the users connected to each node. Or something...I'm on a bench and just broadly visualizing it.

The next trick is explaining the fault of centralized services in a graph.

[–] [email protected] 1 points 1 month ago

Requiring someone to have an account on a federated instance would mitigate a fair amount of spam and ease moderation.

What would that solve that mandating accounts for a standard wiki wouldn't?

[–] [email protected] 1 points 1 month ago (2 children)

Can you elaborate on "discoverability"? Finding individual subject wikis has never been a particular problem for me. Even ones that don't use Fandom, provided they are at least active. Just googling " wikia" (I know. I can't let it go) always gets me what I need.

Can't say I see an advantage to universal accounts (I see more disadvantages), but if that's the big selling point and people really want it. I'm not opposed to having it, i've just always treated it as a mild novelty I never use.

As for decentralization, it has already been solved by MediaWiki. Which is GPL and (can be) self-hosted.

[–] [email protected] 6 points 1 month ago (5 children)

What benefit would federating it bring?

The ability to self-host your own FOSS wiki already exists and has for over two decades. It's called MediaWiki.

You could have federated accounts I guess but do editors on the Doctor Who wiki really need the ability to see posts on Mastadon or edit pages on the That 70's Wiki?

[–] [email protected] 3 points 1 month ago

I feel like in the future we're gonna start seeing fediverse servers differentiate on feature sets.

Like one requires a subscription fee but pays for yearly audits by a respected auditor, or another offers spam-filtering, etc.

[–] [email protected] 7 points 1 month ago* (last edited 1 month ago) (3 children)

Fair enough lol. Not all 3D gaming obviously (I mean they aren't First person shooters, like most of your examples), but effectively the Action, Adventure, Platforming, etc angle (which makes up a fairly massive chunk of games today).

What I'm talking about is the fundamental gameplay of both. Online Multiplayer was revolutionary, but it wasn't really a fundamental change to the gameplay itself (Like with Marathon introducing mouse control)

It's interesting that you mention Tomb Raider though because that's a perfect comparison. It was a fairly indicative of the industry as a whole with its stiff controls, static cameras, and dodgy combat.

Mario 64 brought a full range of movement and action to games. It was really the first 3D game where just moving was fun (which is why they started the game in a peaceful courtyard, they wanted you to just have a fuck about). It also brought the user controllable camera to games (It hasn't aged well, but that camera system was amazing when it came out). Also, while it didn't invent the Hub world (it had been used in 2D games) it pretty much set the standard for it.

OoT built on Mario64 with two major bits of gameplay. Target lock-on (Then called "Z-Targeting") and contextual buttons. Both of which are just so fundamental to games these days it just feels obvious. More relevant back then (but not now), it created the template for how you could faithfully transition a series from 2D to 3D while perfectly maintaining the feel of the 2D series.

Now, neither of those things alone would justify it being in my Top 5. The fact that they're both so aggressively fun and well made does that.

[–] [email protected] 7 points 1 month ago (6 children)

Ocarina of Time

Yeah I know. Cliche as fuck. But for those who weren't around when It came out, it's really hard to describe just how absurdly revolutionary OoT was. Between it and Mario 64 (another Top 5 game for me), you essentially had the foundations of 3D gaming that are still used today.

But besides that...it's an amazing game that I'm still replaying nearly 30 years later. Ever single complaint I have about this game is a tiny issue that has been solved in other versions (like binding the Iron Boots to the C button).

[–] [email protected] 1 points 1 month ago (1 children)

Well, sure I'd like to give it a look

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