“So in the film, Christopher Nolan makes the decision to repeatedly reference the threat posed to Mycenaean society by the Sea Peoples”
“Yeah, it’s a super super relevant theme right now”
“Because I mean they’re not mentioned by Homer in the original poem… though I guess they’re roughly contemporaneous with the Trojan War so it’s not technically a totally anachronistic inclusion”
“No, not all. Chris was so so keen to feature them. He wants the movie to be really topical”
“Of course we know the Sea Peoples historically as violent raiders that tore down the advanced civilisations of the Bronze Age, sometimes settling in the ruins. It took complex societies centuries to recover afterwards. I’m just wondering, in what sense does Chris think that that theme is topical?”
Honest question, how is a 12 year old game absolutely mogging modern games in terms of graphics and lightning??
This shit isnt even demanding, yet new games require a 4080 to run at 60fps performance mode and yet still look like a potatoe
I've been to many concerts, including many performances of KCD music, but yesterday's concert at the Church of St. Barbara in Kuttenberg was not only the best KCD concert so far, but the best concert I've ever been to. Including the @EnslavedBand club gigs 😉 @valtajan
Obesity is such a crazy thing. I mean, these are just two different people who are going to have two totally different experiences of life. Imagine going through your entire life as the person on the left never knowing you could have been the one on the right.
The Bayeux Tapestry has arrived in England after 1,000 years. It depicts the Norman invasion led by William the Conquerer at the Battle of Hastings in 1066.
What a marvellous work of art, don't you think?
quick thesis: "kids today aren't even playing videogames the way we were, millennial relationship to gaming is now a cultural relic, like listening to the radio or drive-in movies"
TL;DR -- Millennials are the new boomers, Halo is Woodstock, WoW is the iPod, Dad gamers are the only "gamers" left by their own definition (& they don't have time to play anymore), the kids are all cracked out on Live Service Slop platforms that they can't escape and don't want to, competition is dead, E-Sports is dead, creative content is dead, screaming down the mic is dead, couch co-op with your friends is dead, couch co-op with your Dad is dead, AAA games are dead, consoles are dead, Game Pass is dead.
And at the end of the day it's all because, if you squint, the kids don't play games anymore.
long thesis:
supporting industry stuff:
- industry publications say average gamer is now ~37, up from 29 in 2004
- they also note that kids <12 have seen the largest drop in videogame engagement post-pandemic of all age ranges (-6%)
- Pew's 2008 report says "Fully 97% of teens ages 12-17 play computer, web, portable, or console games", whereas their 2024 report says "the vast majority of U.S. teens (85%) say they play them. Just 15% say they never do"
- Gen Z's favorite games are Minecraft, CoD, GTA, Fortnite, and Roblox
- PC gaming has a notably larger share of the overall market now vs. console gaming
- Console game sales were 4x-6x PC game sales back in 2004
- PC game sales were 1:1 with Console game sales last year
- Everyone being stuck at home in 2020 seemed to permanently inflect things here, with PC game sales stagnant from 2015-2019 but then becoming the dominant source of industry growth since
- Roblox (2006), Minecraft (2011), & Fortnite (2017) are top 5 gaming IPs for Gen Z....
- ....these are more live-service game-hosting platforms that actual games themselves
- Newzoo has a 2026 report saying only ~13% of gametime went to new releases!
- 2/3rds of gametime went to >6 year old games!
- That same report did an analysis comparing playtime concentration across PC/PS/Xbox platforms and their Top 20 Games vs. the long tail of their library (it's a really good report)
Note on the recent restructuring: for Xbox it was called out specifically that Game Pass caused a redistribution of playtime away from top titles and towards the long tail, without any actual expansion of the total audience/playtime.....basically, Game Pass nukes Xbox's ability to monetize it's big blow out titles without any offsetting gains from expanding the market.
oops.
supporting game stuff:
- let's call it the "Roblox" problem -- all the kids exist within a massively multiplayer online gaming ecosystem, with play, creation, socialization, and monetization all embedded in one platform
- the creation angle and the monetization angle also i think encourage parents to view these games as "educational" more so than, say, Call of Duty, and are therefore more willing to encourage their kids to play with time and/or money
- there is no clear off-ramp from this platform
- you can have totally new gameplay experiences within it, with low friction adoption
- as this platform captures a larger and larger share of player attention, it sucks the available playtime & monetization out of the rest of the industry
- this process naturally changes the incentives around making games, including what kind of games get made, for what audience, and targeted at what price point
- we got legions of "WoW killers" and "Halo/CoD clones" in the early 2000s because those games were platform beasts of their own...
- ...and so now we're years-deep into every financially motivated major game studio trying to figure out how to build a "Roblox" of their own, aka Live Service Slop 24/7, 365
- the fans might hate it but there's a giant pile of money labeled "Live Service Slop" in the middle of the room and it's clear to publishers & studios that the prize is there, if only they can be good enough to claim it
- [of course, all millennials know that WoW and Halo both killed themselves, nobody ever steals the crown by copying it]
- and so while all this is happening, it's opened up a previously under-served niche in the "lower-mid price point indie-to-double-A targeted niche game"
- Palworld, Enshrouded, Schedule I, Silksong, and so on, were all in the very top % of revenue-earners for newly released PC games in the year they dropped
- In console land, Space Marine 2 just blasted a quarter of a billion dollars in revenues of a budget way smaller than a typical AAA release
- If AAA studios had been dropping Halo/CoD/Gears-style games every other year chasing success, the niche for Space Marine 2 wouldn't have really been there, not at the same scale
- I think there's a similar effect even with BG3, whose awesome success likely would've been a little lower (though still great) if fans had gotten genre-adjacent Skyrim & Witcher sequels already
- but instead, we have the "Roblox problem" (Roblox, Minecraft, Fortnite, GTA), where cross-platform self-contained game-related live service platforms have monopolized huge chunks of (younger) gamer time and money......and warped the kinds of content big studios try to make in the process
supporting adjacent stuff:
- there's also a whole cloud of adjacent areas that are impacted as a result of the above
- picture everything as a big web and these nodes as farther out on the web
- but you see a related decline of "E Sports" and the rise instead of "Influencers", as community figures with large audiences they can monetize become higher status than ultra sweaty competitive pros
- the decline of competitive online culture has also coupled with intentional pushes by studios and their hardware platform partners to reduce online toxicity, changing the culture of online spaces
- the decline of forums & reddit and the rise of ig/tiktok/youtube has turned third-party game-content-ecosystems into more pyramidal "one mega influencer" structures
- chasing the Live Service dragon has led to a massive decline in couch co-op ("local splitscreen") titles, which reduces a certain KIND of gaming experience that, while not the norm from a playtime POV, was nonetheless an integral part of millennial gaming
- the above also makes Family Gaming a lot harder with kids, as what was once an expected default across most games has moved into a separate genre reserved for "Girlfriend Games"
- game-related content has been nearly totally evaporated by Twitch (which is itself in the process of being evaporated), short form video, and "creator talks at the camera" long form video
- "Machinima" and "Parody Game Songs" and "Montages" are both bizarre millennial cultural content that seems egregiously lacking in disaffected irony to the younger audience
- it's covered extensively elsewhere so wasn't worth jamming in here too much, but the explosion of MTX means in-game "status" derived from earned rewards & achievement, such as it is, has been nearly totally replaced with purchased status...and in so doing, game studios have *totally* devalued the actual status that playing their game used to convey
- we're already dealing with a young generation who is hyper-cynical, hyper-financially oriented, ""crypto-native"" and spammed with ""prediction"" markets 24/7...so to have yet another part of their lives see its earned status replaced with dollar-signs and a casino logo likely seems totally normal to them
Marc Andreessen (@pmarca): Airbnb could have been boutique booking software. Uber could have been taxi dispatch software. Tesla could have been self-driving software.
They decided to take over the entire industry instead:
"Silicon Valley between 1950 and 2010 was primarily just in the tools business.
You'd build a tool like an operating system or a disk drive, sell it to people, and they'd figure out what to do with it.
Then something changed.
Alternate universe Airbnb is just boutique booking software. A tiny little business building spreadsheet software. But Brian Chesky decided: we're going to go into the hospitality business and compete with hotels directly.
Uber and Lyft in the old world were just taxi dispatch software. In the new world, they're full transportation providers.
Tesla in the old world would have just been software for self-driving cars. In the new world, it builds the entire car.
Facebook, same thing. Prior to Facebook, if you built online ad software, you were selling it to media companies. Mark said: no. We're just going to beat the media company. We're going to build the entire thing.
That was the pivot point when the Valley's ambitions went from just building tools to going directly into incumbent industries.
And then AI makes that crystal clear. The winning AI companies are raising billions, tens of billions, in some cases hundreds of billions of dollars.
The old world of $10,000,000 or $50,000,000 — where VCs tap out — is just not relevant anymore."
It’s pretty powerful to see so many people discover they’ve been on the same team as Palantir the whole time on this.
It also speaks to how intense the misinformation against the company has been.