messaging my wife a link containing proof of her husband cheating on her from an anonymous instagram account and then when she clicks on it texting her to let her know she failed the family phishing test and she has to retake my cybersecurity course
I see a lot of people expressing shock and sadness over BioWare shutting down. And I get it.
But here's the uncomfortable truth:
The BioWare that made Baldur's Gate, Neverwinter Nights, KOTOR, Dragon Age: Origins and the original Mass Effect trilogy had largely ceased to exist long before yesterday's announcement.
BioWare's decline began around the time the doctors left and much like what happened at Blizzard, most of the original talent responsible for building those legendary franchises had moved on years ago.
What remained was the brand. The IP. Basically just the name on the building.
But a studio's name doesn't make great games. Insanely talented people do.
And that's the lesson our industry somehow keeps refusing to learn.
The people who built those studios, who poured their blood, sweat and tears into establishing their creative identities were the actual assets. Their experience, their taste, their leadership, their ability to recognize what made a game special in the first place was always the thing that mattered, not the brand.
You can't simply replace those people, keep the logo on the door and expect the magic to continue.
Yet, that's precisely what publishers have been doing for the past 10-20 years.
They've spent billions acquiring studios and IPs, seemingly under the assumption that the creative output would continue regardless of who was actually making the games.
And when the original talent inevitably left, the remaining teams were expected to fill shoes that were often impossibly large, without necessarily having the experience, leadership or creative vision required to do so.
And... the results speak for themselves.
I think we'll eventually look back at the COVID-era acquisition frenzy as one of the most destructive periods in the history of our industry.
Publishers were buying studios left and right, paying absurd valuations mostly just to secure IPs... and developers were often all too happy to cash out.
At Moon Studios, we got quite a bit of crap for refusing to sell when seemingly everyone else was getting acquired.
I remember telling our team back then that I'd seen this movie before.
The exact same thing happened in the 90s, when EA went on its acquisition spree.
Studios were bought, their founders and creative leaders gradually lost the freedom to make the games they believed in, the original talent became frustrated and left and eventually the studios all became a Ship of Theseus.
History doesn't repeat itself perfectly, but it sure as hell rhymes, and that's exactly why I never wanted Moon to end up in that position.
And I don't think we're even halfway through the ultimate fallout of the latest acquisition frenzy.
There's going to be a very rude awakening for quite a few publishers when they discover that the studios they acquired for billions are worth a fraction of what they paid. And that shoving ideology down peoples throats ultimately came at a cost that they didn't quite grasp.
They didn't actually buy the creative vision, the institutional knowledge or the culture responsible for making those studios successful.
They bought the names, the buildings, the IPs and whatever teams happened to be there at the time.
But those things don't matter at all.
You can buy a studio. You can buy its IP. You can even buy its entire back catalogue.
But you can't buy the magic that made those games special in the first place.
And the sooner our industry understands that, the better.
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Kodingan yang saya tidak pahami = slop
Kodingan yang saya pahami = not slop
Dengan definisi ini, orang yang pernah kerja di company yang isinya ratusan atau ribuan engineer merasakan slop tiap hari
Semua kerjaan orang lain adalah slop
Makanya engineer hobinya refactor
Egonya tinggi
Hanya cara kerja dia yang bener
Orang lain salah semua
Tapi senior software engineer yang paling impactful dan promosi terus adalah yang bisa navigate all of these slop dan deliver real business result
AI just democratize the big company experience
Get used to it and get good
When you apply for a job, this is who now interviews you.
The good news is, Ai did not account for the ability of this guy to completely rage bait.
This is where we now are.
DAMN… I tested Gemini 4 Argon on my CrusaderBench and it ranked 1st, beating Opus 5.5 by a margin.
Argon liked the benchmark too: “This is one of the best-designed game benchmarks I have encountered” ☺️
the benchmark tests how well models can grow an economy in the strategic game Stronghold Crusader. it involves strategic reasoning, planning, computer use, and tool use.
other models need more reruns to filter out noise but so far:
> Opus is a very good strategic player
> Sonnet and Haiku were surprisingly lazy and uncompetitive, often sitting idle too soon before the time reached the end
> GPT models have been consistently good
> Kimi knew well how to utilize different buildings, but the strategy was often poor
> GLM 5.3 flash performed much better than I expected from it, much more competitive than Haiku
> Muse Wonder has been a very good player, though it performed worse than the do-nothing score in one of the maps, which tanked its overall score
> Argon on the other hand, pulled off some of the surprising tricks only pro players usually do, such as increasing the working population by building wells, or relying on bread to grow the economy.
the benchmark doesn’t tell the agents about any tricks, just the game rules. it’s completely up to the creativity of the models, and inferring from the game rules and resource prices to come up with a strategy.
the game is paused while models are thinking, so it’s purely a measure of strategy rather than model speed.
congrats to the @GoogleDeepMind@OfficialLoganK team for the model release.
all the game runs, logs, even screen recording of their playings, harness and benchmark code, prompts, etc are public on the website:
the next plan is to run models on more games, so the scores might change.
it’s in beta so things might go wrong ;)
https://t.co/qJpfyENwXd