Tagged: ramble

Can You Keep a Secret?

  • Posted in fandom

Deltarune came out! Weirdly, that’s kind of a problem? People who care about the game have this immediate need to stay off social media so as not to be spoiled. There is a rush to for anyone who ever wants to play the game to do so immediately, because if you don’t the Internet will ensure you don’t get a blind experience. You’re forced to binge it or be spoiled.

I was just thinking about chapter 2, and how I would’ve loved to have found the secret twist for myself, even though it was hidden away a little. If the game has indicated there was something to find, people would have found it on their own. Instead, I’m willing to bet the experience for the vast majority of people was finding out online first and then reproducing what they saw for themselves.

Narrative spoilers

But this is not a Deltarune thing. For any narrative media, the experience depends on the work presenting the narrative flow it intends to. This includes reveals, this includes pacing, this includes characterization.

Getting information out of turn spoils the game. It does this so aggressively that breaking narrative flow has become one of the definitions for the word ā€œspoilā€, as in ā€œruinā€. I have a much longer piece I want to write some day about information filtering in general, which is maybe the hardest problem ever?

For games like Deltarune, it’s taken for granted that people have at most a week of courtesy before the Internet is flooded with information. And of course there are some people out there who are eager to get that information as soon as possible; it is not universally true that people want to experience narrative as intended.

Except sometimes we care a lot

But is this a little silly? Is narrative purity so reverential that information should not flow through the normal channels by which ideas are pushed to us, like social media?

Here’s what piqued my interest about this today: gaming does have a reverence for not letting experiences be spoiled. It’s just very selective right now. We see this absolute demand that knowledge not be leaked, that games be allowed to communicate information to the player on their own terms. But beyond extremely new releases, we see this almost exclusively with regard to knowledge-based games or metroidbrainias, where knowledge is the gameplay mechanic.

Fake Twitter accounts

  • Posted in cyber

Remember when Elon Musk was trying to weasel out of overpaying for Twitter? During this very specific May 2022-Jul 2022 period, there was a very artificial discourse manufactured over the problem of ā€œfake accountsā€ on Twitter.

The reason it was being brought up was very stupid, but the topic stuck with me, because it’s deeply interesting in a way that the conversation at the time never really addressed.

So this is a ramble on it. I think this is all really worth thinking about, just don’t get your hopes up that it’s building to a carefully-constructed conclusion. ;)

Argument is stupid

First, to be clear, what was actually being argued at the time was exceedingly stupid. I’m not giving that any credit.

After committing to significantly overpay to purchase Twitter with no requirements that they do due diligence (yes, really!) Elon Musk tried to call off the deal.

This was a pretty transparent attempt to get out of the purchase agreement after manipulating the price, and it was correctly and widely reported as such.

Scott Nover, ā€œInside Elon Musk’s legal strategy for ditching his Twitter dealā€

Elon Musk has buyer’s remorse. On April 25, the billionaire Tesla and SpaceX CEO agreed to buy Twitter for $44 billion, but since then the stock market has tanked. Twitter agreed to sell to Musk at $54.20 per share, a 38% premium at the time; today it’s trading around $40.

That’s probably the real reason Musk is spending so much time talking about bots.

I don’t want to get too bogged down in the details of why Elon was using this tactic, but fortunately other people wrote pages and pages about it, so I don’t have to.

people who know more than me talk about Epic acquiring Bandcamp

March 2, 2022: Bandcamp puts out a press release about their ā€œjoiningā€ Epic Games. This follows in a line of eerily similar acquisitions of companies catering to indies, namely Sketchfab and ArtStation.

There are lots of interesting topics intersecting here:

  • Venture capital and the associated perverse incentives
  • Antitrust and general issues with corporate consolidations
  • The takeover of existing institutions, especially technical infrastructure
  • The false narrative of corporations as indie and non-corporate
  • Epic vs Apple and problems of platform monopoly
  • Bandcamp’s correct but rare approach to piracy, which is endangered

I’ll talk more about those some day, don’t worry. For now, though, have some tweets.

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