Women worldwide ages 15 to 44 are more likely to die or be maimed as a result of male violence than as a consequence of war, cancer, malaria and traffic accidents combined.
i just had another Seagate external drive fail. dont buy seagate yall
update: the warranty coverage for the replacement drive they sent me for the first (third?) drive that failed appears to be from the date of purchase of the original failed drive, and not a new warranty for the replacement drive. so i’m just shit out of luck because i chose seagate.
I spent $2000 doing data recovery on a Seagate 1TB last summer because it had a fuckton of client work on it, including a family member’s wedding photos
the drive in question was six months old
never, ever buy Seagate
my favorite joke i put in a campaign of mine i think was when the party was exploring THE PANOPTICON, a sinister underground prison built into the cliffs housing the TRANSMUTER’S TOWER and there was a cell full of lizardfolk with a shaman inside. the shaman saw them and saw that they weren’t guards and pleaded with them in broken common before getting frustrated and saying, in draconic, “i don’t suppose any of you chaps speak the bally tiam’s, what?”
Something I think needs to be said over and over about Minecraft is how fundamentally different from what we are told and assumed a game needs to be. Imagine trying to pitch this game; it has no story or dialog, blocky unrealistic graphics, not even any real goals for the player to accomplish. It doesn’t tell the player to do a bunch of stuff, in fact it doesn’t really tell the player to do anything at all, it just gives the player the ability to do things and trusts that they find fun things to do.
I just want to take a moment to appreciate how contrary that is to the most modern game design philosophies. Most games don’t want the player to be confused about what the game expects of them or wants them to do for even a second. Minecraft doesn’t just say that this state of confusion is fine sometimes, it lives there. While everyone else is trying to figure out how to ensure that everyone who plays their game paints inside the lines using the correct colors Minecraft gives the player a canvas and trusts the player to make something that is wholly their own.
Now I’m not saying that all video games need to adopt this ideology, many games are trying to tell a story to the player and so some handrails are needed when you are trying to convey a narrative to the player. But it is worth remembering that people who play video games do so because they want to, we need to remember that you don’t have to trick or coerce the player into doing something fun because they came to do fun things. I see many people say things like “Make sure the core gameplay is fun without any of the bells and whistles” but it goes a step further than that as all you have to do is give the player the freedom to create their own fun and they will.
Minecraft trusts in the player’s sense of adventure and creativity and is better for it.
How do you think having quests in Minecraft would of changed the game? Do you think Minecraft is better or worse for having achievements? What series do you feel like would be better for opening up like this?
for my part, Minecraft’s achievements offered a necessary bit of guidance when I was first feeling out the game: the implied relationships between the different elements gave me enough structure to get a solid foundation for play under me before I started experimenting
I’m not sure that quests would improve Minecraft’s model, because part of its strength is how spartan it is, but Starbound’s intro quests serve a similar purpose to that of Minecraft’s achievements and definitely helps make what could be an intimidatingly complex set of systems a bit more transparent—something a new Minecraft player might find helpful
any more structure beyond laying the groundwork for play would feel mighty excessive though
HUMAN BEINGS IN A MOB
WHAT’S A MOB TO A KING
WHAT’S A KING TO A GOD
WHAT’S A GOD TO LUPITA NYONG’O