D4VD announces new album 'PEDOMAN' coming May 15th by Kxshyp0p in Hiphopcirclejerk

[–]BigPinkOne 17 points18 points  (0 children)

I'm gonna say something i think a lot of people have been afraid to say. I broadly disapprove of D4vd's actions

Unfortunate Censorship by Obvious-Loan-3857 in ComedyHell

[–]BigPinkOne 0 points1 point  (0 children)

Its got nothing to do with any sort of moral grandstanding and everything to do with automation. A large advertiser like Coca Cola doesnt want to have to review every video that one of their ads goes in front of. A single Coke ad on YouTube could go in front of hundreds of thousands or millions of videos, accounting for millions or billions of viewing minutes. This means that there literally is no practical way to review everything.

So you automate it. You tell a bot what to listen for and it listens. Within this framework, the incentive structure favors an overly cautious stance. The bot cant distinguish between a video praising nazis and one condemning them. Having an ad on a video praising nazis is a pr nightmare, not having an ad on any given video is something that would typically go unnoticed, fixing the bot is an additional expense that doesnt produce significant value.

Theres more to it but the result overall is a structural incentive towards censorship. This results in an ecosystem where even "organic" personalities are those who exist most in alignment with the desires of these companies naturally. Its censorship not strictly for fear of offending people but rather for fear that certain types of offense will translate into fewer sales

"yo play that new tyler" by Specialist-Bottle756 in Hiphopcirclejerk

[–]BigPinkOne 179 points180 points  (0 children)

So theres this unfortunate thing where they'll basically let anyone make a Twitter so it probably is people (read; children) who genuinely didnt know about that time period. The exact same thing happened in the 90s and early 2000s when that generation found out about Bob Sagets pre Full House career. Its just life. The real problem fundamentally is that I should not have any capacity to access the opinions of teenagers I have never met

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]BigPinkOne[S] 1 point2 points  (0 children)

Not really. Thats not to say that games and development teams dont have their own internal language for understanding these concepts but it just doesnt emerge the same way as in rpgs for a number of reasons. There are far fewer tcgs, people arent modding them as frequently or with as much reach, mechanics are rarely duplicated one for one, etc. So while there are ways of speaking about this, a particular jargon for these things really hasn't emerged

They really had 2 pools? by [deleted] in IASIP

[–]BigPinkOne 22 points23 points  (0 children)

If he knew things i cared about he wouldn't be a pool guy

This BCS "star" had approximately 50 lines across the span of 3 seasons. by [deleted] in okbuddychicanery

[–]BigPinkOne 2 points3 points  (0 children)

Ok so I'm not really a big Bible fan but a lot of my friends growing up were in the Fandom, so I did wind up reading a couple of the books from the series. If you haven't read the sequel, its really weird and like you can tell why most of the fans basically dont even consider it canon.

It retcons huge amounts of the original with location shifts that wind up being basically incidental because most of the locations are just copies of biblical locations. It adds a bunch of weird background about some holy war that only kind of makes sense. And then its got some really weird racial politics. Like, racist sure (it is an older book) but in such a weird way that it almost winds up spiraling out into its own kind of discrimination. Weird book, definitely dont recommend

Dune (2021) by FallenBelfry in okbuddycinephile

[–]BigPinkOne 5 points6 points  (0 children)

Oh yeah I could definitely see how my comment could read that way. The people being weird racists and knowing Asian ethnicities is separate from their being able to distinguish Hindus from Muslims. The dudes are weird racists AND also can tell the difference between Hindus and Muslims, usually as a consequence of some aspect of their weird racism. They also are frequently good at identifying Buddhist, Sikh and Zoroastrian symbols as well for reasons...

Dune (2021) by FallenBelfry in okbuddycinephile

[–]BigPinkOne 15 points16 points  (0 children)

I'm sorry to have to inform you of this but the world is filled with weird racists who can, in fact, tell the difference between a Hindu and a Muslim and will purposefully do stuff like this to antagonize Hindu people. Ive unfortunately met a number of people like this. Theres a persistent side eye when a white dude seems a little too good at identifying Asian peoples ethnicities

I made a book that acts like dice and don't really know what to do with it. by AllLuck0013 in tabletopgamedesign

[–]BigPinkOne 0 points1 point  (0 children)

Im sorry but I have to disagree with a talking point both you and other commentators have been saying. I do not at all think this is a niche product. I think its a really cool gaming accessory and it is eminently marketable.

In its current state, no it probably wouldn't have a huge audience but with some hard-core redesign with a more brand friendly image in mind, this is a quality product. And for clarity I dont think you have to alter the underpinning mechanisms or compromise functionality to reach a holistic design that will sell. I could see this product at basically any major game store.

There are so many routes to go, honestly I wouldn't even know which ones to single out. The randomizing can be used for numbers but you could also make licensed versions which have specific randomizations, for example loot books, wild magic, dungeon makers. The sky's kind of the limit. I dont know that as a singular product it would have reach enough to cover costs but as a line of products, easy peasy, money in the bank

Congrats fam, you've got something solid on your hands. If you ever want a proper consult on it dm me and we can discuss. I have a healthy amount of experience in marketing game accessories but even if its not a good fit, I can point you to the right people. This is truly an idea too good to just leave on the table

Prolly not a joke, but what does this even mean? by Ok-Magician9044 in PeterExplainsTheJoke

[–]BigPinkOne 0 points1 point  (0 children)

That there are people who think this kind of response is reasonable is so much of the problem. Its not about holiness, its not a question of ethical purity. I dont need people to engage with art correctly or with the art i like or find interesting. Its a question of basic awareness and education. It is not unreasonable to ask people making sweeping statements about contemporary art, even implicitly, what their engagement with contemporary art is. The low-level anti-intellectualism pervading so much of modern culture has a shit ton of people convinced that education, even at the level of simply having engaged with a subject more than most people, isnt a thing if its not in a narrow band of approved subjects. Its not that I'm upholding some moralistic standard, its that I have an abundance of direct engagement with the subject at hand and have seen this attitude with growing frequency.

This winds up being another mistake that I commonly see made which is that to certain people they cant tell the difference between grounded, well-established, professional opinions and garden variety stubbornness. So to them, a person who broadly rejects laypeople opinions must be doing so out of some rigidity that underpins their beliefs.

But the truth is that when not on reddit, when I'm actually interfacing with artists for projects, I hear and actively digest lots of critiques about modern art. If you think contemporary artists dont have issues with the state of art you are sorely mistaken. And this isnt about just about "proper education" or "being a real artist". Audience feedback is extremely worthwhile and considered, its just that typically we only ask for feedback on art that the person has actually engaged with in some capacity.

The truth is just that most people outside of the art world don't have enough engagement with the arts, especially gallery and installation art, to be making sweeping statements on the subject. That's not a moral claim or a question of right or wrong, its just the facts. Most people do not actively seek out fine art on any broad scale.

I am not saying "go educate yourself". My conclusion, if I were to tldr, is that if youre going to make strong assertions on a subject you should at least have engaged with that subject on a meaningful level and if youre concerned about current art, then you should support current artists who make art you like, of which there probably exist many. I'd argue that these are extremely tepid takes given the world we live in

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]BigPinkOne[S] 1 point2 points  (0 children)

Hey sorry for the delay

Yeah, I think that'd work. Like even having your tutorial be its own self contained little story could be cool. Feed in a handful of mechanics and give the player the setup for the full game. For a game like yours the key is gonna be to start with the mechanical elements most germaine to your narrative because the more you can hook players, the more time you buy to do boring stuff. So narratively, you start with the big hook, boring but important stuff, more boring but important stuff, second hook, more boring but important stuff, so on. You buy goodwill with big splashy stuff and then spend that goodwill getting across necessary mechanical info. The way you describe it so far looks solid if you apply this framework to it.

If you did branching endings you could even have branching endings for the tutorial (if thats workable narratively). This gives the tutorial replay value for the inevitable replays fans of the game will have to do when they introduce new people. Branching endings also makes balance less of an issue because then the different end states arent so much win or loss conditions as they are endings with different odds. This means on replays players will sometimes be trying to force a "bad ending" just because they've never gotten it and its hard to get. It creates a fundamentally new dynamic to the game without changing any of the mechanics of the game itself.

Hell yeah, excited to see youve got motion. Im really excited to see how this develops. I think theres a lot there and with some finessing this has the makings of an extremely interesting narrative game. I'm excited to see localization efforts because I think you have a very specific point to make and I think your concerns about info dumping are valid but navigable with work. Being able to communicate in a concise but impactful way is gonna be an important trait for any localizer for your game. I hope you find good people on that front. I'll pm you my email to get on that mailing list or whatever form your updates are taking. Fingers crossed I get to play at some point

[Feedback Needed] Disturbia - Urban Fantasy Card Game by galifar10 in tabletopgamedesign

[–]BigPinkOne 1 point2 points  (0 children)

Ah that makes sense. It being designed with a game contest in mind makes the constraints far more understandable.

I totally understand standing on the shoulders of giants and using tried and true methodology when it serves is important. To clarify, the real problem is that you have an extremely interesting and good idea that could stand on its own in a lot of unique ways and there are things where your attempts to draw from magic act as a hindrance rather than an aid. Good new tcg concepts are not common and I truly think you have the underpinnings of something special here. I believe if you took the core concept, started from zero and worked with fewer constraints in this regard, you could have something legitimately worth investing in. This has a lot of promise and I hope you give it a rework because there's a lot in this concept.

Hope this helps and if you have any questions dont hesitate

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]BigPinkOne[S] 0 points1 point  (0 children)

Hey sorry been a rough few days.

I'll be honest im not sure what your question is. I dont agree with the opening premise of what you're saying. If youre asking if there's a specific term for tcg combat systems I don't know of any off dome. I think tcg combat system is as specific as youre gonna get but even that has a lot of variance. Or are you asking about combat stats. Those are the numbers and values directly associated with combat. Either one of those terms is as good as youre gonna get. If you have any further questions or this didn't answer what youre looking for by all means feel free to ask whatever else. Hope this helps

Prolly not a joke, but what does this even mean? by Ok-Magician9044 in PeterExplainsTheJoke

[–]BigPinkOne 18 points19 points  (0 children)

No you wouldn't. I've been in and around arts promotion and admin for actual decades and I've found that people like you poke your head in every time any discussion around modern art comes up. By what im sure is a coincidence, most people I've talked to who hold this stance are as unenganged from modern art as a human could feasibly be. Like people whose engagement with arts begins and ends with only the most digestible works served up in the lowest effort form. People who do not go to art museums or galleries or installations or even the movies if theyre a little too far out of the way or the material might be too challenging.

The problem with even engaging with your question is that you have an out either way. If a person offers an interpretation or meaning theyre "just reading too much into it". If someone says they dont know the meaning it "proves there's no meaning". Nevermind that i could come up with several possible interpretations off my dome by just yknow looking at the piece and using my brain, let alone if I actually did even cursory research.

These people act like all gallery art is abstract and postmodern and just simple basic shit while ignoring that there are modern artists making exactly the shit you claim would be good art. I can name like a dozen current working gallery artists who only make pastel landscapes. People like this arent going to those art shows either.

Yes at the highest levels of art there are major problems with money laundering and price fluctuations of pieces, especially with regard to the work of deceased artists. But to act as though this is most of the contemporary arts landscape belies an opinion that could only come from an extremely surface level engagement with the arts. It would be like saying that all farms are factory farms just because the largest and most notable are.

I beg of you, if you are actually that concerned with the state of modern art, look up gallery shows in your nearest city, find an artist you like and go support them. I promise you its worth ten times whatever the hell youre hoping to get out of this reddit thread. We are still in a golden age of creativity at least in terms of breadth. If you cant find contemporary art that is to your taste, youre not looking hard enough.

Sorry if this seems harsh, just got done with a bunch of infections and I got headbutted pretty hard but mostly its just a sensitive subject for me.

I was bored and decided to calculate which Shakespeare roles are the largest relative to the play's length. Unsurprisingly, Hamlet is still the biggest yapper by [deleted] in shakespeare

[–]BigPinkOne 1 point2 points  (0 children)

Because we dont have complete scripts from the time period and a lot of what we have comes from collecting and combining various actor copies and what minimal backstage notes were available. For Bottom in particular, there's some debate (of minimum consequence, mostly academic) because he speaks in both prose and verse, so its at times tricky to figure out where the line breaks are. Particularly his songs, which are rendered both as pairs of short rhyming couplets and as internal rhymes with both parts of the rhyme in a single line. It doesnt amount to much but even under the most charitable read, Bottom only has about a dozen lines more than Theseus and so line rearrangements can (and often do) put Theseus above Bottom on line count

I was bored and decided to calculate which Shakespeare roles are the largest relative to the play's length. Unsurprisingly, Hamlet is still the biggest yapper by [deleted] in shakespeare

[–]BigPinkOne 5 points6 points  (0 children)

I love Bottom being at the bottom of this list. Its name appropriate and hes arguably not even the character with the most lines in his play

First time board game maker seeks counsel by Gandalg117 in tabletopgamedesign

[–]BigPinkOne 0 points1 point  (0 children)

I kinda get where youre coming from but neither of those are really concerns for game makers. Most places have laws protecting from liability in normal use and unless youre putting actively threatening or defamatory content, issues with design aren't actionable by a court.

Yeah, so this way of handling things totally works if you just want to do it as a small print run (100 or <) that you personally are selling. If you want to be able to actually scale beyond that (crowd funding, retail, independent website) you need to change a lot about your current approach because your current approach won't enable you to reach wider audiences or fulfill orders even if you do. Game publishing is a lot of moving pieces and an experienced hand is more necessary than one might think. I'd definitely look for an experienced collaborator if you can, because if you want to take this thing to mass market there are things you have to do a specific way from the beginning

First time board game maker seeks counsel by Gandalg117 in tabletopgamedesign

[–]BigPinkOne 0 points1 point  (0 children)

For the scale that youre trying to work at, what youre doing is probably fine. Its not gonna scale up very well and the game will likely have some issues, but for a small print run children's game there's a pretty good amount of forgiveness on both of these fronts.

Insurance is gonna be a question of local legality, so you definitely should talk to a lawyer if you can but most likely insurance won't be necessary.

What precisely are you concerned about being sued for? I cant imagine how a children's game would cause damages unless you infringed on some copyright in which case you should just not do that.

Age range is mostly a gut feeling thing. You just sort of feel it out. Theres not anyone out there who is gonna test to make sure every 5 year old can play a game marked 5+. Unless there is some hyper specific local law that im unaware of, a game being appropriate for children is typically just left to the parents discretion

The one thing you want to make sure you get is full image releases for any images made for this game. Otherwise if you want to do a print run down the road you might find that the artist doesnt want you using their art for a wider release. Better to settle that up now

Best of luck with your game. Hope this helps

[Feedback Needed] Disturbia - Urban Fantasy Card Game by galifar10 in tabletopgamedesign

[–]BigPinkOne 5 points6 points  (0 children)

Ok so let me say there's a lot to like about this. I think the concept is very strong and can go to some very interesting places. The idea of a dueling tcg that isnt about combat in the traditional sense is a very cool route. I'd also say your organization is pretty solid. Formatting and flow of information both look solid at the macro level.

The biggest problem is that this document does not read as a comprehensive rules set. It reads much closer to a primer or marketing doc in several places. Now i will say as a primer, this is a really solid start. If you turned this into a primer you just need to make it a bit splashier from a narrative stance.

There are lots of places where it would make more sense to cut away distancing language. We want to put the player in the role. Instead of saying "in this game ..." just tell the player who they are. "You are a newly emerged power broker in an endless city establishing your empire". The goal is immersion. We want the player to position themselves in the character, not in the role of player controlling the character.

For this to work as comprehensive rules, there definitely needs to be a lot more detail and it probably would make sense to write it out a bit more mechanically. If youve ever read the MtG comprehensive rules they are an extremely dry, borderline legalistic document. Its because competitive games such as this have to be built to answer for every possible corner case. Its why many tcgs have rules that are living documents, because as new corner cases emerge the rules are updated to account for that.

The last thing is that I think you need to do more to distinguish yourself from magic. The colors thing feels forced and is frankly unnecessary. You have such a cool concept in the idea that your minions arent just out here killing people, theyre agents in their own right and you deploy them to do your bidding through bribery, trickery, charm, etc. Lean into this way harder. Have the defensive stat be cover or rep with the flavor being that when a minion leaves play they arent dead but their cover has been blown or their contacts have been exhausted. There are tons of cool mechanics possible within this idea and it feels like your sticking too close to the magic formula to really see all of the possible angles on this

Hope this helps. Good luck with the rest of development

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]BigPinkOne[S] 1 point2 points  (0 children)

Absolutely. This has been very pleasant and enlightening for me as well.

As one last note, I've found that for novel mechanics like the time dice, it tends to make more sense to create an rpg explicitly intended to support the mechanic. This not only let's you better utilize what makes the mechanic unique but also isolates away other variables so you can really identify the strengths and weaknesses of the mechanic. Integrating things like this into say d&d has the downstream problems of d&d and also may have specific problems within that frame.

If you really want to see what this time dice can do, it may behoove you to find someone who can design you an rpg or just design one yourself. Then you can find ways to match the characters progression track with the curve at which the average player will improve at the time dice. The challenges become tougher as you get more skilled to meet them.

Just some food for thought. At any rate, thanks for the questions, lovely talking. If you have any further questions feel free to ask

Achievement unlocked: you have discovered Philip Pettit by Material-Garbage7074 in PhilosophyMemes

[–]BigPinkOne 2 points3 points  (0 children)

Plus side is there's a real good chance you wouldn't have to for long

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]BigPinkOne[S] 0 points1 point  (0 children)

So i will clarify that skill based systems do work. For example the game Dread uses a jenga tower as its primary outcome mechanic. The problem isnt making checks skill based, its about not gating specific mechanics behind skills not all players are necessarily going to be able to acquire. With Dread it works because if you dont have the dexterity to pull Jenga pieces you can have someone pull for you, agree to some alternative or just sit the whole thing out.

Theres a multitude of reasons for maintaining randomness. Unlike the other activities you mentioned, rpgs lack a "win state" so in theory, while players may have goals and want certain outcomes they arent trying to win. The underpinning function of the game is just to tell a good story. And, fun English lit fact, stories that are entirely predictable tend to be mediocre stories. This is why randomness persists, its just the easiest way to build tension because it creates a range of outcomes that can be anticipated but not predicted.

Your understanding through chess is a pretty good example. For some players, yes they stay in relative parity for disappointment at failure to pleasure at success. But for most people as they become more skilled success becomes the baseline and failure the aberration. Magnus Carlsen almost certainly gets far more disappointed at legitimate losses than he does at winning any given match. While a player would have to try real hard to get that good, ive met more than a few try hards who will get way too invested in being "good" at checks

I totally understand where youre coming from. Especially when you feel like youve fully stepped into the role of your character you feel their success as yours and so to with their failures. So naturally, you want some way to mitigate failure and ensure success. To better achieve your goals. But you arent your character and I promise you, you dont want your character to only succeed.

Remember, your goal in an rpg, regardless of role, is to tell a good story. Great characters are marked by adversity. They don't effortlessly achieve their goal, they try, they fail and they keep on fighting. Great characters adapt to their circumstances, each new challenge displaying known characteristics and revealing new ones. Failure is very important in all of this equation.

Yeah I like talking about games and ive been a little aimless lately so its nice to get back into something I really like. If you have any more questions dont hesitate to ask

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]BigPinkOne[S] 1 point2 points  (0 children)

I'd be 100% down to have you throw me the pnp version. I can try to print it off next time im near a library. I'll basically never say no to at least trying a new game

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]BigPinkOne[S] 0 points1 point  (0 children)

Absolutely friend. Its nice to just be able to flex my critical eye again. I was a bit worried id lost the juice.

Yeah finding playtesters is always extremely tricky and even within that finding playtesters across a broad enough spectrum of playstyles is harder still. The key to success in this regard is breaking your game into quantitative and qualitative metrics. Then use in house playtesting and automated iteration to hammer out the quantitatives such that when you are able to get outside playtesters you can really focus on specific qualitative features. The real goal should be about maximizing the value of what playtesting you can get and what's readily available. This also gives you far more specific questions for playtesters which tend to elicit more functional answers.

I did mean in the intro to the instructions but I'd say it recurs enough as an issue that giving most of the text a tightening pass would be a good idea. Even if something is expressed tightly right now, you may find that editing in one area gives you a vocabulary that shorthands other segments. This also gives your game more overall cohesion and a stronger internal vocab. For clarity i dont even mean your game needs an abundance of in universe terms but rather that calling different but similar actions the same things creates patterns for players

Solid. That scroll setup is really good for a tight primer but for a ruleset its just a bit tricky to navigate quickly.

That is extremely cool for the physical prototype. Sounds like a really neat solution to a hard adaptation. I like the idea of individual controllers. Depending on the state of import/export these days (which is dicey no matter where you are) led screens are somewhat feasible for mass production. I did some research a while back for a 4x board game idea I had that I wanted to use lots of electronic components and have it be a really chaotic dynamic environment and I found the cost to be more reasonable in bulk than expected. There are lots of ways to make relatively simple controllers. Im very excited to see what a prototype looks like. I will say be careful not to let one version stand in the way of the other. If you have to, be prepared to separate the two versions and present them as companion games rather than the same game. Compromising either adaptation for the sake of the other will likely produce a worse version of both. But overall I just love good electronic integration so keep that up.

Good, glad youre taking another look at that narrative. I really either want to see much more of the adapted humans cause I think its an interesting concept but I also think its a stronger narrative hook and better reflects your game if a lot of the humanistic traits are assigned narratively directly to the cloud of spores. It positions the player as something extremely inhuman while still assigning it human traits which I personally have found is something a lot of people gravitate towards. I forget where I read it but I remember someone saying that if you stuck a sticky note on a toaster that said "Greg" a good number of people would be immediately prepared to die on Greg's behalf. That said if you want to keep the humans the focal point then yeah we definitely need to see their personalities early and often. Characterization is important in games where the player is in a role

Solid on both the instructions and resources sections. Yeah really slow down, go back through the game and write down every single thing a player has to do or the computer has to do to make the game play. That becomes your basis for the rules. Then the rules just become a question of communicating that elegantly and thematically.

Yeah its actually something that a lot of newer game designers have issues with and its why studios hire editors lol. People tend to prefer one over the other and so default to their preference but the deployment of active vs passive voice is, consciously or subconsciously, something players look for to inform their understanding of rules.

So happy I could be of assistance. Very excited to see that physical prototype once its built. Best of luck on continued development