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Cake day: June 9th, 2023

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  • I asked a similar question of a writer friend recently (though I am interested in non-fiction). They told me something that I already knew, but was unhappy to hear nonetheless — that the start of one’s writing “career” will inevitably involve a fair bit of writing into the void; even for publications that are accepting open submissions, it’s useful to have an established presence so that someone who can read more of your work and get a sense of what you’re about. “Established presence” in this case may mean a blog/substance that has little to no readership, even though putting your writing out there when you have zero platform can feel pretty demoralising. It is good practice though, and the more your body of work grows, the easier it is to make a sort of dynamic portfolio of the best of what you can do.

    One takeaway from my friend was that a lot of opportunities arise from word-of-mouth interpersonal stuff: when people think of you as a writer, they are more likely to suggest your name to publications that may be looking for writers (which is why having an established presence can be so useful).

    I don’t have platform specific advice unfortunately.


  • Personally, I find him irksome because I get a strong vibe from him that he thinks of himself as a very smart person, looking down on the intellectual peasants. Part of why I perceive him that way is because this is how I used to think, as an autistic nerd who built much of my identity up around being smart. That’s also why behaviour of the sort that shows up on /r/iamverysmart (such as many of NDT’s posts) makes me cringe so much.

    Dissecting this a bit further, it’s not necessarily that I think he thinks he’s better than other people — rather the opposite: some of the most intellectually arrogant people I have known are, at their core, deeply insecure and feeling the need to justify their interests by presenting themselves in a certain way.









  • Because I was originally planning on just having the plate of cheese until I discovered there were a couple of leftover tortillas which would make the “meal” marginally less miserable.

    Though I think that melting it on the tortilla wouldn’t have worked as well: the melted cheese had a wee layer of oil which I poured off onto a paper towel; also, to melt the cheese, I had to do it in a few short blasts, rearranging/“stirring” the cheese each time. I think that had I done this on the tortilla, it would have become a soggy mess.

    Your question is a good one though, and I hadn’t considered it until I read your comment.


  • I think one of the really neat things about games as a medium is that “the experience” is inherently a super malleable concept. Gaming blows my mind when I think about how adaptive you need to be to run a tabletop roleplaying game, like Dungeons and Dragons — no matter how elaborate your plans are, players will always find a way to throw a spanner in the works. Video games have the same unpredictability of how players engage with the world you’ve made, but a much smaller ability to respond and adapt to ensure that they’re getting the correct “intended experience”.

    In some respects, I agree with you, because when I play games, I care a lot about the intended experience. However, the reality is that I bring too much of myself to any game that I play to be able to think of my experience in that way, and I think that’s probably one of my favourite aspects of games as a medium — a dialogue between gamer and game developers. Especially because sometimes, the intended experience of a game isn’t well executed; there are plenty of times I have gotten lost or confused in games because the game didn’t sufficiently communicate to me (or other players with similar experiences) what it expected us to do. Part of the role of the game designer/developers role is to be guide the players so they get something resembling the intended experience.

    Honestly, part of why I am on the pro-accessibility side of this issue is because I’m a bit of a snob — I think that being able to adapt a message or experience to a diverse audience shows a singularity of vision that’s more powerful than experiences that target a much smaller audience.

    For example, let’s say that the subjective difficulty level of a game (the “experience”) equals the “objective difficulty level” of a game (the difficulty setting) minus the player’s skill level. For the sake of this example, let’s imagine that 10 arbitrary units is the correct level of the subjective difficulty level, and above/below that, the experience is degraded; also, let’s say that player skill ranges from 1-10, with most people clustering in the 4-6 range. In that world, if a game could only have one difficulty mode, 15 ish would probably be best, because 15 (objective difficulty) - 5 (average player skill level) = 10 (intended subjective difficulty level). I don’t begrudge game Devs for targeting limited audiences if that’s what they feel capable of, but I do massively respect the craftsmanship of being able to build a game that can serve a subjective 10 to a wide range of people, by having a range of difficulty settings.


  • I have an experience relating to game difficulty and accessibility that you would probably appreciate.

    I was playing Rimworld for the first time, and because I was aware of how huge disasters that wipe out most of your work (that you can sometimes build back from) is a part of the game, I felt bad about playing the game on the mode that allows you to load earlier saves; I would find losing progress in this way more stressful than fun, so I wanted the ability to reverse poor fortune or choices, even if it felt like I was “dishonouring the intended experience”.

    However, a friend (who was the reason I had bought Rimworld in the first place, and who enjoyed the chaos of no-save mode) pointed out that whilst the no-save mode may be presented as the default, the mode with saves enabled is presented as a perfectly valid way to enjoy the game. This made me feel immensely better about it, and I was able to dispel the silly guilt I was feeling. It highlighted to me the power of how we label difficulty settings and other accessibility settings.

    Games are a funny medium.


  • I enjoyed using phyphox while on a plane recently. I found it fun to track the pressure and to see how it loosely corresponded to my own subjective experience of ascending vs descending.

    I can’t recall any “useful” things I’ve used the app for, but I really enjoy having it — it makes me feel powerful. Like, it’s nice to think that if I did have some ideas of experiments to run, I could. It feels fitting to be able to access the sensors, because there are many ways in which our electronic devices nowadays aren’t (or don’t feel like) our own, so this feels like a small amount of clawing back power, even if I’m not using it for much.





  • I agree that season 1 is far more engaging but imo, that’s mainly because the level of intrigue that I felt at the beginning of the story was insane — they were great at keeping that intrigue rolling in an interesting way. But that kind of mystery can only last so long, because it grows weaker as the audience learns more about the characters and world.

    I think there was a part of me that felt disappointed by season 2 simply by the fact it couldn’t give me what I felt during season 1, and actually, I wouldn’t want that — the final episodes of a series shouldn’t have the same kind of tension of the beginning of the story.

    Overall, I’d say that season 1 is excellent (in particular, there were some visually impressive and stylish sequenced that I loved) — Riveting" was the word OP used. Season 2 is also decent. I don’t recall it feeling rushed, and it does end decently.


  • Something I’ve thought about a bunch re: recommendation engines is the idea of a “sweet spot” that balances exploration and safety

    Though actually I should start by saying that recommendation engines tend to aim to maximise engagement, which is why manosphere type content is so prevalent on places like YouTube if you go in with a fresh account — outrage generates engagement far more reliably than other content. I’m imagining a world where recommendation algorithms may be able to be individually tailored and trained, where I can let my goals shape the recommendations. I did some tinkering with a concept like this in the context of a personal music recommender, and I gave it an “exploration” slider, where at maximum, it’d suggest some really out-there stuff, but lower down might give me new songs from familiar artists. That project worked quite well, but it needs a lot of work to untangle before I can figure out how and why it worked so well.

    That was a super individualistic program I made there, in that it was trained exclusively from data I gave it. One can get individual goals without having to rely on the data of just one person though - listenbrainz is very cool — its open source, and they are working on recommendation stuff (I’ve used listenbrainz as a user, but not yet as a contributor/developer)

    Anyway, that exploration slider I mentioned is an aspect of the “sweet spot” I mentioned at the start. If we imagine a “benevolent” (aligned with the goals of its user) recommendation engine, and say that the goal you’re after is you want to listen to more diverse music. For a random set of songs that are new to you, we could estimate how close they are to your current taste (getting this stuff into matrices is a big chunk of the work, ime). But maybe one of the songs is 10 arbitrary units away from the boundary of your “musical comfort zone”. Maybe 10 units is too much too soon, too far away from your comfort zone. But maybe the song that’s only 1 unit away is too similar to what you like already and doesn’t feel stimulating and exciting in the way you expect the algorithm to feel. So maybe we could try what we think is a 4 or 5. Something novel enough to be exciting, but still feels safe.

    Research has shown that recommendation algorithms can change affect our beliefs and our tastes [citation needed]. I got onto the music thing because I was thinking about the power in a recommendation algorithm, which is currently mostly used on keeping us consuming content like good cash cows. It’s reasonable that so many people have developed an aversion to algorithmic recommendations, but I wish I could have a dash of algorithmic exploration, but with me in control (but not quite so in control as what you describe in your options 3). As someone who is decently well versed in machine learning (by scientist standards — I have never worked properly in software development or ML), I think it’s definitely possible.