I’m John Harris (they/them). I maintain the gaming blog Set Side B. I used to write @Play for GameSetWatch long ago. I’m Metafilter member JHarris. I wrote the books Exploring Roguelike Games for CRC Press, and We Love Mystery Dungeon for Limited Run Press. I’m on itch.io and there I maintain Loadstar Compleat, the archives of classic Commodore 64 disk magazine Loadstar. BLM! Trans rights are human rights!

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Cake day: 2023年6月27日

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  • rodneylives@lemmy.worldtoComic Strips@lemmy.worldTipping
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    12 天前

    Yes, but in the US servers get paid much less than minimum wage with the presumption that tips will make up the difference.

    Businesses are supposed to make up any difference between what servers fail to earn as tips up to minimum wage, but:

    • It gives businesses an opportunity to fail to do this,
    • It means that minimum wage is what some servers effectively get, and
    • It effectively means the amount of tips servers get per hour is lessened by the difference between their hourly pay and the minimum wage rate; it’s a way for businesses to reach into server tips and get some of it for themselves.






  • The good internet still exists, and is pretty damn good even now. The problem is social media and a handful of bad-but-popular sites.

    I tell people this every so often, but in terms of percentage of the world population, there are far more people on the good internet than there were back then. The problem is, with the advent of smartphones, social media use exploded, and Facebook and Twitter became gigantic, far exceeding the size of the good web. Your aunts and uncles with little net savvy and a bucket of bad opinions swamped Facebook, and never really changed. The popular tech media, which tends to follow the biggest crowds to the exclusion of all else, began treating Facebook as if it were THE internet. It’s the tyranny of crowds.

    Once it became evident that you could be successful by doing it, everyone started chasing the favor of those largely clueless users. Google began to prioritize a handful of websites like Reddit, Stack Exchange, Wikipedia and their own Youtube, and largely gave up the fight against SEO abusers like Fandom. Sites that had been considered internet utilities decided to cash in.

    There are still fun web games being made, if you know where to look for them (some places to look: Vole.wtf, Neal.fun, Ferry Halim’s long-running Orisinal and hey Newgrounds is still around). There are great free web hosts still, like Neocities and Nekoweb. (Although note, I just learned that Angelfire shut down in April.) A version of the old good Google still exists through the Web search option, a.k.a. udm14, but now there’s multiple other search engines that aren’t so bad. There is the Fediverse, of course. And if you look around you might find out about these awesome things called tildes, free Linux machines you can apply for a shell account on just to mess around, often with internal chat, bulletin boards, web space, community games and even weirder things like Gopher and Gemini (not Google Gemini) sites.

    All these things exist. You just gotta know where to find them, amidst all the suck out there. They CAN be hard to find, but that’s one reason why I linked to some of them above. Seek out sources of links! Metafilter, the venerable community weblog, is one of them. A few other places to look: Andy Baio’s Waxy, Rusty Foster’s Today In Tabs and even Mozilla’s own Ten Tabs. You can also find a good RSS reader to keep up with many websites at once.

    It takes work to find things now, it is true, it takes the realization that you can’t be passive about finding the good things out there. But, truly, it’s always been like that. The good days of Google were an aberration. The natural order of the internet is, the great stuff has never been, and will never be mainstream.











  • I used to like Monopoly, before its many problems became evident to me. I notice that even in the official excessively mythologizing biography of supposed-creator Charles Darrow, it notes that Parker Brothers didn’t believe the game would sell well, and it had to be proven to them from the sales of 5,000 units of the game through department store Wanamakers.

    The reasons Monopoly is popular are several, most of them pretty dumb. At this point Monopoly is a part of the culture and lots of people buy it because they don’t know there are many much-better games out there. Hasbro merchandises the hell out of it, there’s over 4,000 themed versions of Monopoly now. It pushes a pleasing narrative that people can pull themselves up by their bootstraps and become successful (ignoring that all but one of the players will go bankrupt during the game).

    What positive attributes does Monopoly have? Well it’s ultimately a game about trade, what causes someone to win at Monopoly, in ideal situations, isn’t how they move but what trades they make. In nearly every game of Monopoly I’ve ever played few people ever traded, causing games to run long and winners ultimately decided by whoever managed to make a natural color group, but in principle it’s an interesting idea. And it’s open-ended, as that mythologizing document I mentioned notes at the time of its origin you couldn’t get a game published unless it adhered to certain dogmatic rules, one of which being that it had to have a clear ending. Open-endedness is interesting in a board game, even if, as in Monopoly’s case, it can make a game excessively long.

    I sometimes muse about how Monopoly could be improved. I think it’d be interesting to make the trading less ad-hoc and random. Maybe only allow trades at certain times, so players would have to think more about when to make them or else lose the chance, and make trades more formalized, maybe with a randomized element? Maybe fewer properties, reduce all color groups to two, make railroads and utilities a bigger part of the game. Maybe an explicit mechanism by which a player can resign from the game. Definitely make bankrupting a player less of a windfall for the person causing it. Definitely increase the costs of owning lots of properties. Definitely set an end point rather than just meander on until all players lose. Maybe add additional reasons to play than just winning; at their best board games tell these little stories about how the game progresses. Maybe have awards for players who circle the board the most times, who spend the least time in Jail, etc. Maybe one or more of these could be a “bar goal,” by which I mean, if the players agree ahead of time the players might have to buy the player who wins/gets a specific award a drink or some other minor forfeit.