@ZubyMusic They're looking for special treatment. The "victim" label is just a means to an end.
Any attempt to revoke or undermine this label is akin to taking their country club membership, or kicking them out of the VIP section. Which is why they get angry.
@michaelmalice A commonality of all three:
They reject new, demonstrably factual information if it conflicts with the institutionalized narrative.
Their theory of mind (or the lack thereof), does not allow them to think or act independently - forcing them to appeal to consensus.
@GarandThumb1 FN FNC
I was pretty sure based on the foregrip, weld patterns along the stamped upper, and chonky lower receiver.
The rail and no FN stamp threw me off, but I'm guessing this is some kind of early model?
@GarandThumb1 If you want a bad guy rifle that looks more expensive than an AK but isn't the AR15 that the good guys use, the G36 is a good option.
It's recognizable as a western rifle similar to the AR15, while still being exotic enough that the audience will believe the bad guys use it.
@Sargon_of_Akkad Especially ironic given that all left leaning movements inevitably result in the majority being enslaved to poverty and ignorance - doomed to endless conformity.
@Sargon_of_Akkad This man couldn't stand up to the gang of harpies and surrendered. Watch the video without sound. You can see the defeat and shame on his face. Zero conviction.
Also - how you gonna have a full head of hair, and STILL look like you have a combover?
@JoaoSapiro@GPrime85@ThatNgonGuy I said it makes certain selections easier, not that it's the exclusive way to do it. George is a beginner and my reply was made with that context in mind.
When someone is first learning math, you don't jump to teaching them differential equations before they can add and subtract
@GPrime85 Common problem where multiple curved surfaces meet IE shoulders, groin, cheeks etc.
This fix results in 2 poles (verts marked in red) and will pinch when subdivided, but there's no way around it in most cases - just depends on the surround geometry.
@JackPosobiec Entered the lyrics into @suno with the prompt:
"Somber acoustic folk song from 1878 written by the survivor of a shipwreck"
It's not bad. Would be cool to hear what a real band/musician could do.
https://t.co/3eAmDVfYu1
@0ldmanGlen@philthatremains I don't disagree. Here's a long post I wrote up of my thoughts about why the industry is the way it is:
https://t.co/h6kOo66AhL
I've witnessed the change in western game development firsthand. The decline is entirely because the industry became, well, an industry.
From its earliest days through to the early 2000's, game development was done by highly motivated teams of nerds and weirdos who just wanted to make cool shit. There were few "official" standards and practices; no college degree programs existed. We all found our way through different channels, teaching ourselves the skills required. We were making it all up as we went. Creating things that WE thought would be cool, with almost no thought for the "market" in any kind of modern, systematic sense.
As the industry grew and revenues increased, outsiders who ignored gaming as childish and frivolous started to see the earning potential and got involved. Investing, founding, and joining executive teams. They had no passion or creative vision; all they knew was that the appetite of gamers was insatiable and growing.
So, they set out to feed it. But how? The talent pool for developers was idiosyncratic and unpredictable. Comprised almost entirely of obsessed hobbyists.
It was around this same time that the colleges noticed similar trends. There were millions of gamers that thought it would be “cool” to make video games for a living but had no idea how to do it. So, they started offering products. Game design, project management, animation, you name it. Every private, state, community, and technical institution created programs for something related to video games. Churning out a constant stream of uniformly mediocre graduates.
And thus, the modern industry was born. The greedy investment class had a new pool of “professional developers” that had all the skills necessary, on paper at least, to mass produce gaming content. It didn’t matter that the new breed of developers lacked the passion and visionary drive of their predecessors, because the executive class was already planning to market research and focus test everything into the perfect, distilled gaming experience anyway. Having a staff of idiosyncratic visionaries would only get in the way.
The result, of course, has been the never-ending stream of sequels, yearly installments, and microtransactions that we’ve all come to expect. Everything feels the same, because it’s being created by an army of “developers” that all learned how to make games in the same cookie cutter degree programs, being led by executive teams who care more about spreadsheets and sales predictions than they do about actually making something unique. When a title underperforms it’s no big deal. Lay off the staff, keep the loyalists, do another market study, and refigure the formulas. When the time is right, hire a new staff, and do it all over again. There’s always a new crop of graduates.
Don’t get me wrong. Occasionally, something unique still gets made. The system hasn’t been entirely turned into a gray goo machine yet. But when it happens, the system dissects it in a lab, incorporates its findings into their formulas, and adds it to the blob.
Yes and it still happened. More than people remember, is my point. Some of the titles have become infamous: Superman 64, Sonic Adventure, Mortal Kombat Gold, and that's just from one year (1999).
Even classic games that are considered "perfect" by modern standards released with bugs and glitches. Many of which are now the basis for speed runs, for instance. An entire genre of gaming that uses bugs and glitches to strategically break the game in order to skip levels, bosses, and acquire items out of order.
The intellectuals as they're the primary enablers of the illegal immigrant problem through their framing:
-illegals do the jobs Americans don't want
-they're refugees and we owe them
-we're a nation of immigrants
-etc etc
Enforcement would be fairly uncontroversial otherwise.
It's not employment status. Plenty of hard working responsible men (myself included) want to start a family, but are overwhelmed by the mountain we have to climb in the modern social environment:
- Find, and actually meet, an attractive woman that isn't already taken, is looking for a committed relationship, and doesn't have unrealistic expectations
- Make an approach that doesn't trigger "the ick", "red flags", or otherwise transgress one of the thousands of bizarre modern social taboos
- Establish a romantic, non-platonic relationship
- Vet for insane socio-political beliefs
- Sustain the relationship in the face of her friends, family, and coworkers looking to sabotage it
- Balance a fulltime job, obligations to friends/family, and personal time while also keeping her interested and excited
- Propose, get married, and have children while continuing to juggle all of the above. Hoping she doesn't change her mind about any of the previous steps on a whim
Nearly all of the underlying cultural assumptions and mechanisms that once facilitated this process are gone. If you're looking for anything like a traditional marriage and family today, you need to approach it like a research project or a startup business.
And honestly, even then it might not be enough.
@Sargon_of_Akkad The premise is also wrong because sanitation workers are well paid relative to the skill required.
It's an "undesirable" job and requires a commercial drivers license. Both factors drive their wages up.
@ZubyMusic Given that the major growth economy in society right now is the "attention economy" it's really not that surprising.
It's a form of modern digital Jerry Springer.
I've witnessed the change in western game development firsthand. The decline is entirely because the industry became, well, an industry.
From its earliest days through to the early 2000's, game development was done by highly motivated teams of nerds and weirdos who just wanted to make cool shit. There were few "official" standards and practices; no college degree programs existed. We all found our way through different channels, teaching ourselves the skills required. We were making it all up as we went. Creating things that WE thought would be cool, with almost no thought for the "market" in any kind of modern, systematic sense.
As the industry grew and revenues increased, outsiders who ignored gaming as childish and frivolous started to see the earning potential and got involved. Investing, founding, and joining executive teams. They had no passion or creative vision; all they knew was that the appetite of gamers was insatiable and growing.
So, they set out to feed it. But how? The talent pool for developers was idiosyncratic and unpredictable. Comprised almost entirely of obsessed hobbyists.
It was around this same time that the colleges noticed similar trends. There were millions of gamers that thought it would be “cool” to make video games for a living but had no idea how to do it. So, they started offering products. Game design, project management, animation, you name it. Every private, state, community, and technical institution created programs for something related to video games. Churning out a constant stream of uniformly mediocre graduates.
And thus, the modern industry was born. The greedy investment class had a new pool of “professional developers” that had all the skills necessary, on paper at least, to mass produce gaming content. It didn’t matter that the new breed of developers lacked the passion and visionary drive of their predecessors, because the executive class was already planning to market research and focus test everything into the perfect, distilled gaming experience anyway. Having a staff of idiosyncratic visionaries would only get in the way.
The result, of course, has been the never-ending stream of sequels, yearly installments, and microtransactions that we’ve all come to expect. Everything feels the same, because it’s being created by an army of “developers” that all learned how to make games in the same cookie cutter degree programs, being led by executive teams who care more about spreadsheets and sales predictions than they do about actually making something unique. When a title underperforms it’s no big deal. Lay off the staff, keep the loyalists, do another market study, and refigure the formulas. When the time is right, hire a new staff, and do it all over again. There’s always a new crop of graduates.
Don’t get me wrong. Occasionally, something unique still gets made. The system hasn’t been entirely turned into a gray goo machine yet. But when it happens, the system dissects it in a lab, incorporates its findings into their formulas, and adds it to the blob.
What I think Alanah misses the full context here.
- The obvious elephant in the room is the state of western game development. It is a combination of bloat and underperforming games. That was never sustainable and layoffs were inevitable.
- Japanese and American work cultures are not identical. They are far more likely to work themselves to death in their output. Where as to American culture (especially in corporate spaces) does not have the same employee and employer relationship. They are going finesse for finesse.