Posts in Gaming (20 found)
iDiallo Today

Deleting Systems You Don't Understand

When I was a kid, my father bought a family home computer and placed it in the living room for all to see. When guests came to our house, they would stop by the computer and admire its marvel without even turning it on. While everyone else was careful with the computer, treating it like an important investment, I quickly started inserting discs and installing games. One thing we take for granted today is how cheap and abundant storage is. Our family computer had a single hard drive with a whopping 2 gigabytes. That's 2 GB for Windows 95, Office 95 (Word, Excel, PowerPoint), Encarta 95, all my father's work documents, and the million games I had installed. I borrowed a disc from a friend that had a few dozen games on it. I installed them all. Before I knew it, I ran out of space. The computer became extremely slow, and I couldn't install any more games. I figured I needed to delete some games, but I was ten years old. I was not going to delete my games. I couldn't delete my father's stuff either, so I decided to explore the hard drive. I noticed that in the Program Files folders, every application came with a bunch of text files. Some of them were large, and they didn't look that important to me, especially the ones ending in . So I went from one folder to the next, deleting those files. There's satisfaction in gathering all those files in the recycle bin, emptying it, then watching your storage space increase. I deleted so many files that I was able to install an additional game on the computer. It was one of my most satisfying accomplishments. I had a problem, I explored the computer, and I found a solution. I played the new game until I got tired of it. In the 90s, when you were done using the computer, you clicked Start → Shut Down → Confirm Shutdown. The computer would think for about two minutes, then display in big orange letters: And I shut it down. You can imagine what happened next. The computer wouldn't boot again. Those files seemed unimportant to a child, but they are configuration files used by several applications, including the operating system. While the Windows Registry did exist in Windows 95, files were still commonly used. When I deleted them, any application or process that relied on them failed to load and simply crashed. Anyone who had anything of importance on that computer lost it. Everyone except my father, who carefully kept copies of his documents on floppy disks. He knew I was up to no good. Throughout my career, I've seen many people make this same mistake. When something doesn't look important to them, they delete it. Whether it's a programmer deleting a function that "looks stupid," or a DBA dropping a table or a single field they assume no one will miss. It's all the result of the same mindset: "I don't think this is important." It makes me think of DOGE, the real yet fictional Department of Government Efficiency. The team supposedly tasked with combing through government programs to find waste never looked deeper than the surface. Just like ten-year-old me, they looked at a department they didn't understand and decided it wasn't important. They uprooted how the entire country works just to save money, the same way I destroyed the family computer just to save storage space. Whether DOGE actually saved us any money is still hotly debated, especially when weighed against the pain and suffering it caused. Anyone with half a brain could have seen their failure coming from a mile away. The same way anyone who understood how computers work could have told me those configuration files were important. At least, all we lost in our household was time and some saved games. The American people can't say the same.

0 views

9 months in: building an advanced StarCraft reporting tool with Go & Claude

The story of how I built screpdb, an advanced StarCraft: Brood War replay reporting tool, using Go & Claude over 9 months, and what AI could and couldn’t do along the way.

0 views
Playtank 4 days ago

Game Design Stages Part 1: Ideation

Part 1 of 6 on the six stages of game design . Back in 2021, I tried to formulate the six stages of game design as I’d observed them. Aspirational more than definitive: I was hoping to solve observable problems through structure. The stages are: The crucial bit of added texture is linearity : once you pass Commitment, you can’t go back to ideation or exploration until your next project. The reason is that I’ve seen so many projects get delayed, made complicated, or even cancelled because designers would simply never stop ideating. Even with a fraction of the schedule remaining, a new idea or a new “what if?” could flop onto the schedule like a severed limb, bleeding on everything from art production to menu flow. This makes it necessary to be specific about what you want from each stage. This six-post series starts with some tools for how to make your ideation productive. You can find more of these tools in my book (linked on the About page), and I’ve kept the overlap between book and post to a minimum. Let’s have ideas! “Ideation: the activity of forming ideas in the mind.” Cambridge Dictionary Few things say game designer quite like having ideas. Even within the profession, we run into the occasional “ideas guy” (it’s usually a guy). But having ideas is the easy part — telling the rest of your team how to execute on them is the hard part. Good ideas are informed, concrete, and practical to communicate. The first and possibly most important element of good ideation is positive communication. Not saying no — never shooting things down. Instead, borrow a page from improvisational theater: the trusted “yes, and …” When someone has an idea, you start by accepting it, and then you build more on top. “What about space ships?” Says the first designer. “Yes! Space ships, and they have like 1,000 people onboard.” This process is not there to give you a finished design, but to let you ideate without anyone feeling shot down or left out. It’s also a good way to train your collaborative communication. It’s not uncommon that your spontaneous “no” comes more easily than your spontaneous “yes,” so exercising your “yes, and …” does real collaborative work with limited effort. The greatest achievement of positive reinforcement like this is that you avoid pushing people into the defensive mindset that often takes over when you say “no” or insist on your own ideas. Gains of “yes, and …”: Indie developer Tomas Sala mentioned this, and I think it’s some of the best advice there is when it comes to ideation: “Lots of young developers want to make what they love. They want to make what they play”, he said. “My first step is get rid of that, because you’re replicating what you are, you’re not being an authentic creator that is adding to the field. That is not interesting to a publisher or an audience.” More cynically, if you plagiarise your fandom, you’ll risk making a worse version of something better. No matter how much I personally love Thief: The Dark Project , I’m probably not the person to make a first-person thief game. By all means, be inspired, but find ways to channel your inspiration into something that is yours. This is harder to do, and it will take longer than copying something else, but the more you do it the better. Gains of getting out of your fandom: In journalism, there’s an idea that you should actively work to keep yourself out of your reporting. You may be political, progressive, conservative, or have something specific you want to say; but you shouldn’t rub the reader’s nose in it. You should actively strive to keep yourself out . You do this by providing three or more sources whose combined image of a story allows the reader to draw their own conclusions. The sources should be one for, one against, and one that’s observational or represents an expert opinion or a neutral but related party. In cases where someone has done something bad, you let them speak their mind as a contrast against the words of the victim; then you get a lawyer or expert to chime in with a third angle. You can also bring in friends, relatives, coworkers, and so on, to flesh out the story even more. Like journalists, game designers should allow players to make up their own minds too. Since a game can become anything and be played by anyone, it’s impossible for you as the game designer to decide how a player will feel as they play your game. The thing you intended to be a feelgood reveal may carry emotional baggage for a certain demographic, but the imagery may cause disconnect for someone else. This doesn’t mean that everything needs to get equal terms, however. But you leave the conclusions for the players to make. An anti-example of this is the mushroom man in FarCry 3 . First time you meet him, you learn he locked one of your friends in his attic. As he unlocks the door, and reveals she’s drugged out of her senses, he seemed a total creep to me. Then the character I was playing proceeded to thank him for this treatment — I wanted to shoot him. That is the kind of disconnect that happens when the player isn’t able to “own” the experience. Gains of keeping yourself out: Theory crafting and intellectual discussions on emotions, design principles, and much more is a huge and important part of ideation. But it can’t be the only part. To “think with a controller,” you pull one out and you imagine yourself playing the game you intend to make. Which buttons you press, how frequently, and when. If there’s some interface needed to tell the player how a certain thing works. This is of course a metaphor, since it can be physical components of some other kind than a controller, but the simple act of physically interacting with your game even at this extremely early stage will help you flesh out your ideas. Gains of thinking with a controller: If you want to make games, you can’t wait to find your muses. You must be able to do the work. In ideation, the tendency is to never stop ideating, making you stay in conversation mode for longer than you should. Getting things on a page pushes you towards both the literal page, writing things down, and towards the exploration stage, where you will be challenging everything you just came up with. The effect the blank page will have on the typical writer sets in for game designers too. The dreaded block! To get out of this blank page effect and avoid getting stuck on details that are not actually important yet, you can try to just get something on the page. Gains of getting things on a page: Brainstorming and spitballing is great, but complete freeform ideation is very much a hit/miss process and often leans too much on seniority or other soft credentials. Enter intrinsic ideation! The term comes from a NoClip documentary on the making of Horizon: Zero Dawn , and the way they phrase its use is that “everything has to come from something you already established as true.” In other words, you take the facts defined for your game, and you only bring the new thing being discussed into your game if it can be motivated using those facts. It’s a handy way to sanitise your ideas and see that they fit with the game as a whole, and also to remove ideas that may be cool on their own but don’t fit into the whole. This tool is only useful if you’ve already been through a few rounds of exploration and are returning for more ideation, but the main advice I’d give you is to be ruthless . If things don’t check out against your pillars, facts, or other documented processes, you should cut it out and move on. Ideation is the only time where cutting things out is cheap . Gains of intrinsic ideation: We sometimes forget that gaming is a form of make believe. Pretending to jump really high, or spending millions of virtual dollars, or killing half the population of Evil Land. Our species has been engrossed by make believe for as long as we’ve been about, and it can therefore be particularly useful to seek out some of that as inspiration. Make believe isn’t freeform conjuring of the fantastical, it’s imagining that you are doing something . Driving the expensive car, performing the athletic feat, climbing the highest mountain, defending your village from an attack, exploring the deepest woods, keeping your head down in the mud and trenches of World War I. It’s easy to forget that there’s a whole world out there that has nothing to do with dice or controllers. Reading, watching, and doing , is about immersing yourself in the real world, embracing that reality surpasses fiction. Perhaps you shouldn’t watch the Game of Thrones series from HBO a third time, but instead watch a documentary or read some books on the Wars of the Roses. Perhaps a book on medieval longsword fencing is not the way, when you can visit your nearest Association for Renaissance Martial Arts (ARMA) group and swing a longsword yourself. First step for this to work is to get out there and expose yourself to new things. To translate this inspiration into game ideas, there are two things you can look out for: verbs and adjectives . What is being done, and how it’s described by the people doing it. Some things are of course harder or more dangerous to try than others. You can’t try the trench life of a British soldier in 1916, but perhaps you can go to a rifle range, and you can load up your backpack and march for a couple of hours in the rain. Gains of reading, watching, and doing: Most of us have very concrete ideas of what a certain genre or type of game should be. An interesting way to start ideation can therefore be to write all these things down and actively turn some of them upside down. Conventions will usually belong in a broad category. When someone says they’re designing a worker placement game, for example, this will come with a list of conventions. Each player has their own workers, a common board with a set number of slots for workers, a placed worker will block other worker placements in the same slot. Etc. If you write each of these down, you can usually see the inverse of each of them. Each player has their own workers — what about a common pool of workers? A common board with slots — what about player-owned boards holding those slots? This exercise can go as deep as you want, and can also aid you in figuring out the shape of your inspirations. But you have to be fairly specific about what a convention is. Gains of challenging conventions: If you already have a long list of features you want to explore, you can select just a handful and focus only on those. If not, you can take a broad theme and make it a hard constraint. The reason you use constraints is that they can directly inform your ideation. Many times, ideation that is too vague will result in derivative designs. If you say that you can only use the analogue sticks and triggers on a gamepad, for example, you can push every other button out of your mind and just think about what you should do with those specific inputs. It doesn’t mean you won’t use the other buttons down the line, just that you should keep them out of your mind for now . Gains of using constraints: Ideation : coming up with ideas and vetting them. Exploration : trying things out as cheaply as possible. Commitment : deciding what to commit to. Problem solving : solving problems in the real game. Balancing : broad strokes for the core audience. Tuning : fine-tuning the marketed product. More positive communication. More diverse ideas. More constructive conversations. Forces you to find your own identity. Makes it easier to separate work from inspiration. Lets you focus on the experience of play. Let players decide the meaning of things in your game. Enhances the sense, for players, that the game is “theirs.” Respects the death of the author . Makes your design tangible, in a simple way. Gets you thinking about the practical side of things. A player story . Just a paragraph or two that describes the player going through a segment of the game as you imagine it. Bullet point lists . List verbs, cool abilities, interesting characters, key features; anything that can be readily listed and that you want your game to have. Documentation headlines . Get just the headlines of a bigger outline or document in place. “Gameplay,” “Art Direction,” “Level Design;” whatever feels important to you. Write just a sentence under each to summarise your thoughts. Goals and anti-goals . Things you want to achieve with the game, and things you don’t want at all. Moves your ideas from the purely intellectual space to the practical. Forces you to sort through the ideas you have. Things to dig deeper into as well as things to reject outright. Reinforcement of established principles and design facts. A neutral process for vetting ideas that doesn’t lean back on soft credentials. Pivots when it’s still cheap to pivot. Gets you away from the computer. Concretises your inspirations into their different details. Lets you discover new inspirations. Expands your ideation vocabulary. Activities . Killing goblins and taking their stuff. Moving puzzle pieces. Drawing cards. What if you change or invert an activity? Maybe give goblins stuff, remove puzzle pieces, and start with all cards on hand. Components . What if you change the rules around a common component? Instead of rolling a die, you pick a number and you hide it under your hand. Restrictions . You can only play one card per turn and weapons can run out of ammo. What if you remove a standardised restriction? Play as many cards as you like, and have infinite ammunition. Controls . The gamepad left trigger is for aiming, and you must press Jump when you reach an obstacle. What if you switch or remove controls? You track opponents by holding the left trigger, and you jump automatically when you reach an obstacle — you just have to look in the right direction. Helps you figure out your own convention biases. Fertile ground for coming up with new ideas that are twists on existing ideas. Makes it easier to communicate — many conventions will be assumed during ideation. Restrict theme . It must be about monster hunting in the 1800s. Restrict player avatar . The player is a bus driver. Restrict activities . Players can’t have more than two choices to make at any given time. Restrict controls . You can only use two fingers on one hand, with a touch screen. Restrict player count . Playable by exactly three players. Restrict components . The game should only use 20 cards. Restrict play time . A session cannot take more than 5 minutes to complete. Restrict narrative . Just one location, three characters, and two specific events. Restrict inspirational sources . Watch only this documentary; read only that book; play these two games. Restrict preferences . Build a game from a feature or theme you don’t like. Pushes you towards results. Allows you to ignore potential distractions. Helps you evaluate the specific thing you decided to zoom in on.

0 views
Unsung 4 days ago

“Not being good at something doesn’t mean you can’t love it.”

Perhaps ironically given the subject matter, I found this 34-minute video by Razbuten a bit intense, but I would still recommend it to people who work on onboarding, settings, etc.: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/not-being-good-at-something-doesnt-mean-you-cant-love-it/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/not-being-good-at-something-doesnt-mean-you-cant-love-it/yt1-play.1600w.avif" type="image/avif"> In the video, the author tries to answer the question: how to make any given game a challenge, given there is no universal standard of difficulty and every player arrives at a game not just with different skillset, but also likely different goals. There are many techniques a game can use to adapt to the player – a simple upfront difficulty selector, complex difficulty settings, a training level, adaptive difficulty, accessibility/​assist modes – but there are no easy answers. Each method comes with pros and cons, and perhaps the very notion that a game should adapt to the user is flawed; some players might find it more rewarding to have to step up to the game instead. In the video, Razbuten covers a lot of examples really well. I’m not going to say any of this maps 1:1 to productivity software as goals of games are very different than goals of apps… but even though I have never played any of the games mentioned, the examples made me think. After all, some of the psychology of mastery will be the same between these two realms. (I bet there were at least some of you who saw the previous post about LaTeX and thought “this looks hard and fascinating – I’m going in,” and others took a note to never approach it.) #flow #games #onboarding #settings #youtube

1 views
Stratechery 6 days ago

2026.28: XBOX On the Rocks

Welcome back to This Week in Stratechery! As a reminder, each week, every Friday, we’re sending out this overview of content in the Stratechery bundle; highlighted links are free for everyone . Additionally, you have complete control over what we send to you. If you don’t want to receive This Week in Stratechery emails (there is no podcast), please uncheck the box in your delivery settings . On that note, here were a few of our favorites this week. This week’s Asianometry video is on TOTO: From Toilets to E-Chucks . A Word from Mark Zuckerberg*.  I was delighted to see Ben insert himself into the CEO chair at Meta on Tuesday and write a script for Mark Zuckerberg as he tells the story of Meta and its AI investments in 2026. That article traces past Meta mistakes as well as those of investors who doubted the company, all to frame current investments in AI and the massive opportunities that remain central to the Meta’s future. A combination of history, analysis of the future, and fun, it’s a perfect summer read. As for a summer listen, we doubled back on all of it, plus Meta’s Muse-Spark release, for this week’s episode of Sharp Tech .  — Andrew Sharp Pulling the Plug on XBOX? It’s been years since there was good news coming out of the XBOX division at Microsoft and that trend continued this week, as XBOX CEO Asha Sharma announced plans to eliminate 3,200 jobs, or around 20% of its staff over the next 12 months. Wednesday’s Daily Update explores how Microsoft arrived at this point and why, in particular, the Game Pass initiative that was the last great hope for XBOX has been a failure. I’m not a gamer, but Ben’s rendering of the XBOX story — and the Game Pass story — is a great case study of both internet economics and management mistakes (and analyst ones!). — AS Toilet Talk . Look, I get that’s a little weird, but if there is one brand of household appliances that I cannot imagine living without, it is in the bathroom. Specifically, I absolutely love my Toto toilet, and was delighted that Jon made a video about the company on Asianometry . Here’s the twist: the reason why Toto is a subject of interest isn’t their toilets, but rather the fact the Japanese company also plays a critical role in the AI supply chain. — Ben Thompson A Script for Mark Zuckerberg — A script for what Mark Zuckerberg should say on Meta’s next earnings call. XBOX Cuts; Bundling and the Internet Solvent; Transaction, Coordination, and Sunk Costs — Microsoft’s Xbox division is conducting big layoffs, as the company deals with abject failure of its Game Pass strategy. Muse Image, Grok 4.5, Alex Karp on CNBC — The battle for verifiable data is increasingly defining the AI race, from Meta to Grok to the frontier labs. Online Insanity and Its Counterpoint — What we can and can’t achieve in response to paranoia and extremism online. The New ChatGPT App The Debt-Fueled Collapse of China’s Top Machine Tool Maker RCA and the Vacuum Tube’s Last Stand A Missile Test and New PLA Generals; The CITIC Plane Crash; America’s Taiwan Interests; Guo Wengui Jailed and Ezra Jin Released A Tale of Two Cities and Jaylen Brown, Minnesota’s Bet on LaMelo, Peterson Arrives and Mitchell Cashes Out Meta and Its Messaging Problem, The XBOX Reset, Q&A on Token Costs, American Soccer, Starlink in Nature

0 views
Xe Iaso 1 weeks ago

The console wars have been lost

Previously I opined that Valve was about to win the console generation . I couldn't have possibly predicted that both Microsoft and Sony would just self-sabotage so hard that they're both going to lose. Between Microsoft's decimation of the Xbox division , slaughtering off the IdTech team , and continued increases of Xbox hardware prices ; there's nothing to really be excited about with the Xbox. Sure their most recent presentation showed off a bunch of exclusives, but none of them really made me think "wow, I should go get an Xbox to play that". Hell, few of them made me think "wow I should go play that" beyond the Halo remake coming out next month (and really I just want to see how much of a trainwreck that is going to be). Microsoft is also starting to double-down on their in-house games being Xbox exclusives, which really doesn't give me much reason to want to play them because I simply can't buy them without buying an Xbox. Sony also has discontinued porting their games to PC because they're not hitting the (probably impossible) revenue targets that they need to make up for big-ticket failures like Concord . I do have a PS5 that has mostly been relegated to gathering dust when it's not playing YouTube and Twitch duty in the living room, it's likely going to be replaced in favour of my Steam Machine whenever that comes in next year. However nothing that's come out in terms of Playstation exclusives is really compelling, and what is compelling enough just isn't that compelling to want to buy it on Playstation as opposed to just getting it on Steam where I can run it on my tower or on the home theatre PC. Sony also has been raising prices and recently announced that they're killing physical media next generation . It's starting to make me wonder if I should even bother getting the next generation of Playstation. If I can't give people physical games as gifts anymore, why should I bother buying the new console? My husband and I both can't remember why we even got a PS5 in the first place, maybe it so that we could do couch gaming without hearing the fan noise or so that the video streaming experience from the NAS could support HDR. We have a Switch 2 at home, it's mostly there to play Nintendo exclusives like Mario Kart World and the Xenoblade series. If those exclusives were available on Steam, we wouldn't buy them on the Switch 2. Otherwise, everything is via Steam or other PC storefronts anyways. Man, Valve really does win by doing absolutely nothing while the rest of the industry shoots itself in the head. I fear for what happens when Gabe Newell retires and the MBA cancer fully infects Valve.

1 views
Stratechery 1 weeks ago

XBOX Cuts; Bundling and the Internet Solvent; Transaction, Coordination, and Sunk Costs

Microsoft's Xbox division is conducting big layoffs, as the company deals with abject failure of its Game Pass strategy.

0 views
Unsung 1 weeks ago

“If you never saw the words Game Over, did you really do it all?”

A truly fascinating 17-minute video where Chris Siebert at 100th Coin ventures out to play Super Mario in a way where every single byte of code and every single byte of graphics are used, and then shows his work: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/if-you-never-saw-the-words-game-over-did-you-really-do-it-all/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/if-you-never-saw-the-words-game-over-did-you-really-do-it-all/yt1-play.1600w.avif" type="image/avif"> There was something about seeing the visualization of the entirety of the code being “used” that made me sit up: It reminded me of IBM 1401 , the 1959 business computer I saw a lot at the Computer History Museum. It takes up a big chunk of the room… = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/if-you-never-saw-the-words-game-over-did-you-really-do-it-all/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/if-you-never-saw-the-words-game-over-did-you-really-do-it-all/2.1600w.avif" type="image/avif"> …but is still so simple that you can watch its console and understand exactly what is going on in its little huge electronic brain: There’s something very powerful about this and made me imagine a version of it for my code, my CSS, my blog. Even the web lost a lot of its visited link vs. unvisited link fog of war kind of feeling of exploring the space and understanding how it is shaped. The video gets into the coding weeds in between 2:25 and 13:35 – by the way, isn’t it scary to imagine your code pored over decades later, bugs and hacks and all? – but if you skip this part, make sure to come back at 13:35 for the verdict, and then for the graphics. Spoiler alert: Some bits of code are never used, but the reasons are fascinating. All the untouched bytes are remnants of shameful mistakes, abandoned decisions, head fakes, and twin protections so strong that their first layer never gets penetrated – each one of them a tiny afterimage of other possible versions of Mario we’ve never gotten. #games #super mario bros #youtube

0 views
Brain Baking 1 weeks ago

Favourites of June 2026

The beginning of this month marks the official end of my own company. After just two years of establishing and owning Brain Baking BV , the notary ended it. There have been no professional activities related to the company since I switched back to education in December so for me it made little sense to keep that door open only for the monthly administrative costs to pile up. I hope to build a bit more stability this time around, both on personal and professional level. My statute as lecturer has been extended for a year: so far, so good! Previous month: May 2026 . A few very short ones and one quite big one that I ended up enjoying very much. DreadXP, the developers behind Dread Delusion , also recorded dev diaries on YouTube: Related topics: / metapost / By Wouter Groeneveld on 3 July 2026.  Reply via email . The Aching —a Sierra On-Line-like adventure game weighing less than that runs on any 8086 machine. It also happens to be good, even though it feels more like an introduction of this horrified world. Serious Sam: The First Encounter —I started replaying this two years ago and finally pushed forward a bit more. After endless complete freezes of my Win98 machine I gave up. AAAAAHHHHHH boom . I remember liking this a lot more: it’s…. bland? Dread Delusion —A weird looking game that I was drawn to the first time I laid eyes on screenshots a few years ago. I remembered it and felt the time was right to crack this one open. It’s one of the best games I’ve played in the last years. I recorded a playthrough log to convince you to drop everything and go play it as well! Lucy Dreaming —A lovely classic nineties adventure game that’s perhaps playing it too safe to try to be an homage to Monkey et al. ? I still enjoyed myself but the abrupt ending was a bit of a letdown. Speaking of The Aching , the developer explains their philosophy behind the Gorgon Engine . Interestingly, Gorgon is designed to be small and able to run on older original hardware, while new adventure games that look and feel old like The Telwynium are made with PowerQuest for Unity and require hundreds of megabytes. Nobody really cares, but I do. This ACM paper on a conceptual model for ownership types in Rust sheds new light on how the borrow checker works from an educational point of view. More Rust-y stuff—even though I have yet to touch the language—Michael Neumann investigated how long it takes to compile Rust from source compared to other languages. Hint: looooooonnnnggg. As in lonngggggggggg. James also printed his blog in book form years before I did! He selected all coffee-related articles to create a lovely personal caffeinated hardcover. Games That I Missed documents progress on their pinball machine projects . That old electronic stuff inside the machines is mesmerising. Phil Gyford laboriously kept track of how much money he spent each year on music for the past 30 years (via ) In a timely manner, Miss Booleana wrote about Claire Dederer’s Monsters: What Do We Do With Great Art By Bad People? . I asked myself the same question recently and added the book to my toread list. Andrew Webster publishes a Great Truth on The Verge: The Nintendo DS is still the best gaming handheld for travel . Yup. Another paper that confirms LLM-driven gender bias in citations in academic work . James Pennebaker confirms what I’ve been thinking and feeling: expressive writing can influence thoughts, feelings, and behaviours . The link is a past event but a good starting point to find publications by Pennebaker. Chris Kirk-Nielsen begs us to start playing indie games . Stop that Assassin’s Creed nonsense: scroll up and watch the Dread Delusion dev diary instead! Nic tringali sometimes feels the creative drudgery . A surprise ending is in it for you if you decide to read it. Jeff Gerstmann finally decided to apply Rigorous Science (TM) to compile an exhaustive (!!) list of the best NES games ever released in USA . Number one is NOT Mario nor Zelda! I particularly enjoyed Erik Hane’s piece in Typebar Magazine on fandom strain and the IP illness killing Magic: the Gathering . The magazine really is “An interesting thing to read on the internet”, as their footer claims. In a post called Cultures of making and relating , Konrad Hinsen brings the recent Cultures of Programming book our attention. It’s been an open browser tab ever since. Memray looks like an interesting memory profiler for Python, if I ever would need one. GentleOS is a friendly hobby OS for 32-bit PCs. The Corporate EU Observatory revealed that Big Tech invested almost 50% more in lobbying throwaway money ( !) compared to 2020. Diablo II has a new class: the Warlock . I really wish it was playable without the remaster though. Warp Point is a curated list of indie video game websites and Jefklak’s Codex is in it.

0 views
Unsung 2 weeks ago

“No one knows who patient zero was.”

= 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/no-one-knows-who-patient-zero-was/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/no-one-knows-who-patient-zero-was/1.1600w.avif" type="image/avif"> If you stepped into the dwarven capital of Ironforge on September 13, 2005, you would find only bones. Lots of bones. The city, along with every other major population center in World of Warcraft, had been ravaged by a plague that slaughtered players by the thousands, their bleached bones covering every street. This is the beginning of the retelling of one of the most infamous bugs in videogame history, written by Steven Messner in 2019 . It’s a surprisingly thrilling read. The TL; DR of the whole issue is that during a specific special event in World of Warcraft featured a big bad boss who actually stole blood off of players to replenish his own health. The fun narrative idea was that players were meant to infect themselves with a virus called Corrupted Blood, to trick the supervillain into getting infected, too. Things worked well except… the virus escaped containment. “The corrupted blood was an effect and the designers forgot to clear it off your pet, so if your pet got despawned while it was in the encounter, it would save your pet with corrupted blood on it. The next time you summoned your pet there was no code to go «Oh you’re not in the raid, we should get rid of the corrupted blood.»” If this reminds you of something, yeah, RuneScape had a similar incident a few months later in 2006 . Here, it was also similarly tricky for the developers to figure out how to restore order: “Our choices were either to go through every pet in every server in every country in the entire world and check if it had corrupted blood and get rid of it, or get really hacky code in where every time you summoned a pet it would check and see if it had corrupted blood on it and get rid of it.” […] Despite numerous hotfixes, it was nearly a month until Blizzard fixed the problem completely by making it impossible for pets to contract the disease. The disaster had a few interesting codas. The first one was that World of WarCraft and other games eventually started occasionally introducing an epidemic – now 100% intentional – as special events in their games. The second one? The accidental in-game event helped researchers understand actual real-life epidemics. As summarized on Wikipedia : Of particular interest to researchers in the use of MMORPGs for epidemiology is that character responses to a virtual pandemic are the result of individual player reactions, adding “a level of authenticity that doesn’t exist in other simulations”. Disease researchers typically study disease spread and control through the use of three general models, all of which make significant assumptions about human behavior. As behavior is difficult to predict, the effectiveness of these models is limited. #bug deep dives #bugs #games

0 views
Andy Bell 2 weeks ago

I’m playing the Zelda games in timeline order

I’m a huge Zelda sicko and recently — maybe it’s the buzz of Ocarina of Time being re-made — I’ve decided to play the games in timeline order. Well, almost , because I’ve already started Minish Cap, which also inspired this little challenge because I forgot how rad the four swords stuff is. I’ve beaten a good portion of these games already over the years, but for this challenge, I’m going to beat them from scratch again. Yes, that includes the monstrous Breathe Of The Wild and Tears Of The Kingdom. I’m not going to 100% each one because that’ll take forever . I’ve never 100% beaten a Zelda game either because I don’t have the patience. I got close with Tears Of The Kingdom tho! I’ll play remasters/remakes where possible because SNES on the Analogue Pocket hasn’t been great for me. I’m not sure to do about the NES ones yet because I imagine I’ll experience similar issues. For 3DS releases, I need a device that’ll play them, like the AYN Thor, but I’ve got plenty of time to work that out in the order I’m playing the games in. I’ve put the “tracker” (I guess) over on Tangled here . I’ll keep that up to date as I go! To wrap up, please don’t be weird about this Zelda fans. I know we all have our own unique, radicalised views of the timelines 😅

0 views
Unsung 2 weeks ago

“The evilest will-breaking browser game to exist.”

In 2023, Neal Agarwal created The Password Game , a viral browser-based game. Wikipedia has a nice summary: Although the initial requirements include setting a minimum of characters or including numbers, uppercase letters, or special characters, the rules gradually become more unusual and complex. These can involve managing having Roman numerals in the string to multiply, adding the name of a country that players have to guess from random Google Street View imagery (as a reference to GeoGuessr), inserting the day’s Wordle answer, typing the best move in a generated chess position using algebraic notation, inserting the URL of a YouTube video of a randomly generated length, and adjusting boldface, italics, font types, and text sizes. The explanation goes on for another paragraph, but I don’t want to spoil too many surprises. However, if you’re not a puzzle kind of person, you can just watch a 40-minute video of Bog trying to beat it : = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-evilest-will-breaking-browser-game-to-exist/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-evilest-will-breaking-browser-game-to-exist/yt1-play.1600w.avif" type="image/avif"> Last year, Agarwal followed The Password Game with I’m Not A Robot game , making fun of similarly onerous CAPTCHA requirements. Here’s Bog completing it once again – and you can also find other YouTube creators doing the same for both games: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-evilest-will-breaking-browser-game-to-exist/yt2-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-evilest-will-breaking-browser-game-to-exist/yt2-play.1600w.avif" type="image/avif"> In the same category, a game designer Linternet User just launched a teaser for their game CAPTCHA Hell , which has a different take and looks fun: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-evilest-will-breaking-browser-game-to-exist/yt3-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-evilest-will-breaking-browser-game-to-exist/yt3-play.1600w.avif" type="image/avif"> I need to add that underlying all of this “fun” is not just tons of frustration with passwords and CAPTCHAs, but also a genuine accessibility problem, as described by Robin Christopherson in 2019 in an article titled AI is making CAPTCHA increasingly cruel for disabled users , or by A11y Collective a few years later. I don’t know what is the absolute latest in the battle with AI bots; anecdotally, I have been seeing almost zero text CAPTCHAs and less visual CAPTCHAs, at the expense of more and more CloudFlare turnstiles (and Google’s equivalent ), which make you only click the button, and do a lot of work under the hood to determine if that button press felt human-y or robot-y: These challenges include proof-of-work (computational puzzles), proof-of-space, probing for web APIs, and various other challenges for detecting browser-quirks and human behavior. As a result, we can fine-tune the difficulty of the challenge to the specific request and avoid showing a visual or interactive puzzle to a user. There is no more explanation. I think the nature of the beast is that the actual details of how to tell one group from another cannot be shared, which is a shame – I’m very curious. #games #security #youtube

0 views
ava's blog 2 weeks ago

rose ▪ bud ▪ thorn - june 2026

Reply via email Published 30 Jun, 2026 My wife and I visited a jewelry-making class, and I made a ring! We met cool new people to play Magic the Gathering with. I bought new furniture for my home to use the space for efficiently, and I love the new setup. My wife baked incredibly gorgeous and tasty bread. It's pride month, and my balcony has a rainbow flag and a trans flag flying for the time. I bought a little alien plushie, and two new books. I found new black tea I enjoy! Golden Seylom from Laos. I accidentally ordered way too much, but that's ok. I'm proud of the progress I make at the gym and the visual changes in my body. Been more into music this month, and rediscovering music I haven't listened to in years, or new songs by those artists I had missed in the meantime (from Tame Impala and JAWNY, mostly). Managed to do an injection all by myself for the first time. Cold water was restored in my apartment (context: for almost 3 weeks, I only had hot water). Finding new/additional furniture for kitchen and bathroom to have more storage there as well. Going to take a step back in July and not read my RSS feed, the Discover page, not blog, not read any articles or papers, etc. to truly focus on recovering from stress, do less in total, and relax. I hope I can do it, and I hope I don't immediately feel like catching up afterwards and land right back where I started mentally. Building up the new role of data protection coordinator at my workplace has been extremely messy. I struggle against the general culture of distrust, hierarchies and knee-jerk rejection of anything new, and hatred of anything data protection related. I've been having so many meetings, and I have so much to prove. It feels like I have 3 people on my side, and that is it. Scheduling meetups with people was hard! There is always something going on, which is understandable, but still frustrating. I wish I could see some people more and keep more in contact :( I miss forced proximity. I felt like I had to chase after too many things for a follow-up or a reply lately. I asked people to hang out, received answers after days had passed, sometimes even after the suggested date had already passed. I called a company to fix my water issue, they said they’d call back, they never did. I wrote an email to my building management, no reply. Had to call them and sit through a phone queue to get through to them. It’s like I have to beg for crumbs and keep on top of everything because the other side just cares less or not at all. I felt like while many of my wishes and desires come true, it ends up being a monkey's paw situation, where the result has a strong downside or is implemented as shittily as possible. I struggled with a bad mental health episode that is now over, and a lack of appetite and some sleep issues. I seem to have become a lot more sensitive to violence and gross stuff in media, so I had to stop watching some series (for now) or risk going to bed in a sad and anxious mood. I had to have some tough private discussions. Found out the office layout is getting restructured in July and I’m getting moved from my office into a shittier one with different people. It shouldn’t bother me this much, but it does. I’m really mentally attached to keeping things how they are in my office environment and always having the same desk to go to, and this will destabilize me for a while, even if it’s something very small to others. I’m a bit oversensitive in this regard, and always have been. What makes it harder is that while the move is mandated from above, it is completely disorganized and no one seems to be tasked with doing or planning it properly, so that creates more uncertainty and anxiety for me. If I come into the office and it's suddenly done without warning, I might have a full on meltdown in the toilet, which would be annoying and embarrassing, and something I would like to avoid. The less fun effects of autism.

0 views
Unsung 2 weeks ago

Noise as information and information as noise

In 1982, the videogame Yars’ Revenge for the Atari 2600 needed to show a “neutral zone” in the middle of the screen. The console was so primitive – an entire great book was written about this – that it didn’t have any video memory. Any cheap effect would do, even random noise… but something as simple as generating noise was also too much for the underpowered system. So the creator of the game decided to do something that in any other situation would mean at the very least trouble, if not a downright security disaster. He crossed the wires and output on screen… the game’s own source code: The source code looked noisy enough, and the problem was solved. (Somewhat recently, Retro Game Mechanics Explained analyzed it carefully in this YouTube video , to make sure it’s not just a myth.) = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/noise-as-information-and-information-as-noise/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/noise-as-information-and-information-as-noise/yt1-play.1600w.avif" type="image/avif"> A similar approach was used in a Nintendo GameCube game Metroid Prime , at a moment when the protagonist’s visor needed to appear disrupted. It was two decades later, but the team still bounced off of hardware limitations, this time around memory : The GameCube only has 24MB of RAM, so every texture has to be carefully considered. If we used a low resolution texture (64x64) to save memory the “static” would be blurry and not crisp. One engineer on the team came up with a great idea: what if we just use the memory holding the Metroid Prime code itself! We quickly tried it out and it looked amazing. When you see Samus’s visor affected by electrical “noise” in game, you’re actually seeing the bits and bytes of the Metroid Prime software code itself being rendered on the screen. Turns out machine code is sufficiently random to work great as a static noise texture! This is how it looked: A few years later, in 2008, people working on Xbox 360 were testing a new interface for their entire console. It was called NXE – New Xbox Experience – and in the bottom-right corner it showed delightful ripples: …or, not just delightful. While NXE was tested internally, the ripples actually encoded the serial number of the console, to prevent leaks . Apparently, it was built specifically so that Microsoft only needed just two images to find out the entire serial number. A less surreptitious version of this idea exists today – for example, setting up a new Apple Watch shows a pretty pattern… …that also happens to encode enough information to identify the specific one watch. It really appears to be nothing more than an obfuscated QR Code, and “boy, have they patented it .” I know concealing a message inside another message is called steganography . I don’t think all of these fall under that umbrella, and I don’t even know all the above can be called “hacks.” I just thought they were interesting examples of information masquerading as noise, and noise pretending to be information. #games #graphics #hacks #security #youtube

0 views
Kev Quirk 2 weeks ago

📝 2026-06-26 13:59: My first rather large #3DPrinting project. Can anyone work out what they are? (No they're...

My first rather large #3DPrinting project. Can anyone work out what they are? (No they're not abstract Starship Enterprises) Thanks for reading this post via RSS. RSS is ace, and so are you. ❤️ You can reply to this post by email , or leave a comment .

0 views
Unsung 3 weeks ago

“It’s like a Freudian slip simulator.”

For a while, the digital artist James Dalzell Hodge kept a video diary of various design decisions while making his next game. This 13-minute video is interesting because it harks back to my mention of diegetic interfaces just a few days ago: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/its-like-a-freudian-slip-simulator/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/its-like-a-freudian-slip-simulator/yt1-play.1600w.avif" type="image/avif"> It’s a nice quick dive into the subject – a rare coverage of what “diegetic” means outside of the realm of movies. I like these videos because Hodge focuses on details and shows working through things, including approaches rejected along the way. Inside, there are even occasional peeks at interfaces from Unreal Engine tools and Blender, not to mention examples from other games. #art #games #interface design #typography #youtube

0 views
ava's blog 3 weeks ago

art, hunting for beetles & more

I'm in need for some lighthearted stuff. I finally finished a painting from a few months ago, and did a quick gouache doodle in my notebook using the Google captcha look (but slightly wrong). Gonna redo that on proper paper some time with taping off sections, nicer letters and the correct amount of squares; but I think that is so fun, I can think of so many things to draw in this design. I really wanna make (and post) more art. Over the weekend, we hosted friends for some MtG. Baked a cake, bought some snacks, and made a huge portion of spaghetti. Look at his cool shirt: and my other friend's cool phone case: Generally, MtG is the best thing that has ever happened to my social life. I've never had a hobby where I just clicked with so many people I met through it. Seems to attract my kind. Everything else was hit or miss, or I often stood out because of some identity aspect or upbringing. And it makes socializing so much easier! No awkward silences, you can all just focus on the game, and have chitchat on the side, if wanted, not forced. You never have to ask yourself " Shit, if I ask them to hang out, what will we do? What do they like? ". You can just invite them to play and go from there, finding other shared interests. If you wanna go meet new people, you can just go to an LGS. You don't first have to build rapport to do some activity with someone, like it would otherwise be; you can just go to the store and sit at a table. Nothing has to grow into a proper friendship. Sometimes it's just enough to talk to someone for a couple hours for one evening and then never again. That still combats loneliness and social anxiety. And when you invite people over and host at your place, it feels so good to feed them and make them have a good time, and is a great excuse to keep your space extra tidy. I've lived in my current area since 2019, and I was just never able to build a network locally. Covid happened, and all kinds of events or Bumble BFF meets just left me empty. All I had later was my wife (who has been living here for 3 years now) and her friends (who live very far away), and we can only visit each other sparingly. So it's been nice how we have made more of an effort to find people here by visiting multiple LGS and my wife starting to participate in a weekly tabletop event. It feels like these are one of the only third spaces left. Which can be unfortunate depending on how expensive the game is and if there are any participation fees or table renting fees, so it is not ideal; but it oftentimes is cheaper and more fun than staying for hours at a cafe and ending up having talked to no one. :) On another note, I spent time trying to spot some specimens of my favorite beetle, the European stag beetle . I have seen them in my area before (and always report sightings), and it is just the right time of the year. Here's an older gif of one of my interactions last year (I was trying to get him off the street, and he was intimidating me): I set out to find a bigger one, with more impressive mandibles, and maybe even spot an oak tree with multiple on it. :) They love oak trees. I was already lucky on the first area I picked; the stag unfortunately wasn't. Just about 15 seconds earlier, a bike that passed me had run it over partially. I could see at the scene that it was fresh. Crushed a few legs and broke a mandible off. I flipped him and sat him into the bushes away from the path, but he kept flipping and squirming, unable to function. No hope for that guy. I took the mandible with me. It's now on my shelf. I am very very sad that I wasn't there even half a minute earlier to save him. They are an endangered species and need to be protected (which is why you should report their sightings, alive or dead). It's very hard for them to survive because they are so huge and therefore easy prey, and they lay their eggs very deep into the ground, buried below dead trees, preferably oak trees that have a fungal infestation. After hatching, their larvae can take 3-5, sometimes up to 8 years of development in the ground before emerging and trying to find a mate. In general, while my area is lucky to have so many stags that you can find some if you go looking, the food situation doesn't seem to be optimal for them. The better the food, the bigger their general body and especially their mandibles, so starvation can actually cause the males to remain very small with tiny mandibles ("Hungermännchen" in German). I have seen some impressive sizes online. Ours are only okay-ish in size. I'll keep looking in other areas over the next few weeks :) Reply via email Published 23 Jun, 2026

0 views
Unsung 3 weeks ago

“Playing through it felt like reading a love letter.”

The videogame MainFrames was released on Steam and Nintendo Switch in 2025 to positive reviews: MainFrames invites you to meet Floppy and to browse a clever and charming platformer that plays out entirely within the windows and desktop of a PC monitor. You won’t want to press the escape key on this cozy outing! Recently, I stumbled upon the artist Alexis Morille who worked on a game sharing a few visuals and animations on Bluesky. Here’s what really happens under the hood when you resize the window : And here are the other “UI daemons” helping you scroll the contents : I believe the word gremlins, before being usurped by the 1984 horror comedy , was generally used to denote little mischevious creatures that live inside machinery and cause trouble. I wonder what the word would be for the little creatures that do all the hard work. I haven’t tried the game yet, but I found these to be delightful. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/playing-through-it-felt-like-reading-a-love-letter/3.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/playing-through-it-felt-like-reading-a-love-letter/3.1600w.avif" type="image/avif"> #art #games

0 views
Unsung 3 weeks ago

“It’s about squeezing more out of everything.”

From Brad Woods, a messy and copiously illustrated and animated exploration of “juice,” or : Our wet little term for constant and bountiful user feedback. A juicy game element will bounce and wiggle and squirt and make a little noise when you touch it. A juicy game feels alive and responds to everything you do - tons of cascading action and response for minimal user input. It makes the player feel powerful and in control of the world, and it coaches them through the rules of the game by constantly letting them know on a per-interaction basis how they are doing.” It’s mostly , but not exclusively videogame related, but it has some obvious tentacles reaching into the consumer and even professional UX world – at this point in Unsung’s history you all probably know I see these worlds as overlapping, hence linking to a lot of videogame interaction stuff. Won’t be a surprise that I particularly liked the “level of juice” slider: The whole page is messy, but that’s actually kind of great. It generously links to other things, too. I don’t agree with all the examples, but I the entire effort feels like it came from a person, and I really treasure that. I also thought this notion was very clever: There is a trend to juice rare events in non-game software. For example, an explosion of confetti to celebrate completing onboarding or a funny animated 404 page. Game developers do the opposite. They focus on the mundane, routine tasks. Because these are the foundation the rest of the software sits on. (Brad Woods’s “ Digital Garden ” is generally worth checking out as a whole.) #definitions #games #interface design

0 views
Unsung 3 weeks ago

“Don’t entangle emulators in infringement events that are visible from space.”

A funny and occasionally spicy 15-minute video by Nerrel from October 2024 about some of the nuances and legal fights surrounding Nintendo’s fight with community-made Nintendo emulators: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/dont-entangle-emulators-in-infringement-events-that-are-visible-from-space/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/dont-entangle-emulators-in-infringement-events-that-are-visible-from-space/yt1-play.1600w.avif" type="image/avif"> The video paints Nintendo in the harsh light, highlighting their double standards and willingness to throw their corporate legal weight around just to squash the challenges before they go to court, despite court precedents ruling against them. The video also talks about software preservation – this is the part that feels very important to me – and I also learned things about piracy, DCMA, and modern video game encryption. Just to highlight the versatile value of emulation, in another corner of the emulation universe, I found this fascinating project: a web page called Yes we scan , made by George MacKerron, that promises scanning directly from the browser – for example if you have an old scanner unsupported by your modern OS. And… it actually works! It combines WebUSB with an interesting technique: Your web browser emulates a whole PC running Linux with open-source scanning software (SANE). It connects that to your scanner via WebUSB. If you are interested, the details page has more… well, details . MacKerron also wrote Printervertion that allows you to print directly from web, too, even if your operating system abandoned your vintage printer. The way I understand this, both efforts basically invite an alternative operating system that might be more supportive to take a stab at scanning or printing, and do it in a friendly and sleek way through emulation. It’s kind of incredible this is even possible. #emulation #games #hacks #hardware #youtube

0 views