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Cake day: January 8th, 2024

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  • Fair point. But I think you’re burying the promising parts of this article:

    W’s data will be hosted decentrally in Europe by European companies, and the platform will adhere to strict EU data protection laws.

    “We believe there is an urgent need for a new social media platform built, governed and hosted in Europe. With human verification, free speech and data privacy at its core,” she wrote.

    In her LinkedIn post announcing the launch of W, Zeiter emphasized that systemic disinformation is eroding public trust and weakening democratic decision-making.

    I’ve never heard an Elon say that.

    And her background is solid compared to tech bros:

    She earned her PhD in law at the University of Hamburg and later studied at Stanford University.

    W will be legally the subsidiary of “We Don’t Have Time,” a media platform for climate action, but the team is scattered across Europe, with offices in Berlin and Paris planned, Bilanz reports.

    And the whole platform is legally under a company dedicated towards climate action.

    Lot of wins in this article make me think it’s far from the typical VC billionaire babysitting service.



  • Oh because people did such a good job the first time?

    Anything people make, no mater how good, can and has been purchased to be turned to shit and controlled by those that purchase it. In that world, which is the one we live in now, a government made and publicly used social media service is just about the only way to create a resilient and uncorruptable form of social media. Especially compared to current alternatives that are already getting corrupted.

    I’m not saying what they’ll make is perfect. But it’s far better than any other option we currently have. Knee jerk reacting to assuming it’s bad is very much the same crux billionaires used in the US to weaken the government that would otherwise regulate them.

    A government is literally the best suited to creating this tech due to its public utility. Same with electricity, water, Emergency services, roads and more. Everyone uses them, so our taxes should go to making those things better.

    This is a step in the right direction.



  • The controls are what makes it a good purchase imo. Old arcade games often had unique controls like dials, or track balls that DO NOT translate well to a keyboard mouse or controller.

    Playing OG Missile Command with an actual scroll ball is such a fun time. This hand held looks to give a bit of that back with their extra controls, so I am very interested.

    Regardless of the game size and quality, HOW it’s played is what’s been missing from most arcade ports over the last few decades. Seems like they actually put some thought into this design imo! 😁


  • At any given time, there’s about 400 million people playing game on the planet. Of those people, only 14% play NEW games released within 12 months.

    It used to be 30% 10 years ago. Now it’s less for a variety of factors, but one of them is less people have the income and budget they used to.

    You are in that 14%.

    Which is great - but the games you buy as part of that 14% are based on your taste. Not if they are exceptionally good, only if they are exceptionally good to you.

    So making games that are “exceptionally good” for an audience isn’t easy because your audience doesn’t even know what they want beyond a genre. I’m sure you could tell me about the games you like and prefer to play, possibly even a genre of games you love.

    But if I asked you to tell me what game COULD be exceptionally good in that genre, you might not have an answer. Just other games to compare it to. And if you do have an answer, there’s no telling if it would actually be popular with a bigger audience that genre enjoys.

    Making “exceptional games” isn’t a bar to be crossed that makes a game money. Rather a game is “exceptional” once it finds an audience that feels that way about it. Games that have broad appeal have broad audiences like Call of Duty who all feel that game is exceptional too. Many who play it would argue which one in the series was the most “exceptional” and wouldn’t have a great answer for what to make as a better version of that game.

    People like what they play, and exceptional games are only exceptional to the audience that plays them. So it’s not so much about making something exceptional, but making something that has an audience that thinks it’s exceptional.

    And finding that audience is the hard part. Especially when only 14% of people who plays games are even looking at what you’ve made.

    But it’s not impossible. Just difficult these days.



  • My dude, I’m very familiar with the 14% of videogame players new game devs are vying for. And every one of the games you mentioned launched at that price because they were developed by a single dev (two at most) who could profit off of the $10 - $15 dollar space that was below the smaller studios putting out games like Shadow Complex, or Mercenary Kings, or Shank 1+2 for $20.

    Now all of those spaces are being crushed together. Mostly due to economic factors. Thats where the biggest problem really lies, in the fact that people just have less money to spend on all that entertainment. Just pointing out that it’s competitive at all is obvious my dude, but the direction its going in is one in where there’s less anything being made (including games) because not as many people have money to spend on anything but necessities.

    That’s why AAA is now scavenging at the bottom of the totem pole, and pricing their older games at $10 or less on sale, it’s because the few people that have money find that price point appealing. So it’s now one that not just the people who made Terraria, Braid, etc compete in. The money those devs made previously in that space is now up for grabs to AAA companies that never had anything to sell at that price before.

    Theres a very tried and true formula for any business, including making games, and in the last 2 years it has completely broken apart. Mostly due to the Embracer group merger failing, combined with AI, combined with economic uncertainty, combined with AAA companies stabbing indie creators in the back (Subnautica, Disco Elysium). Your game doesn’t have to be a massive hit to be successful, it just needs to have a big enough audience to be profitable. But that audience has shrunk over the years as economies have tightened, and the companies getting squeezed have been invading markets they never had a presence in before.

    So it’s just desperate times more than anything. But that doesn’t mean you can’t make a living off of making games. I know dozens of small teams funded by government grants making small games you’ve never heard of to help kids in hospitals learn about their cancer. Or teach kids in underprivileged schools about resource scarcity. Making games as a business goes far beyond entertainment and the hopes of narcissists. It’s an artistic medium like any other, and as such benefits society by making the toughest parts of it more accessible.

    There’s plenty of ways to run a company doing just that - and just because the world economy is in free fall doesn’t mean the entire business of making games is something for the lucky few. It’s just for anyone that wants to learn how to run a game company. Which isn’t easy, but extends far beyond the simplistic view you are portraying.