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Joined 5 months ago
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Cake day: May 7th, 2024

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  • It’s my perpetual gripe with many of those open tools that I love ideologically, but practically find lacking in some respects, typically UI/UX (including the pre-experience of the decision whether to use them). I don’t have all the skills or knowledge to fix the issues that bother me, as it’s often far eaiser to know what’s wrong than how to fix it.

    I understand and endorse the philosophy that it’s unfair to demand things of volunteers already donating their time and skills to the public, but it creates some interdisciplinary problems. Even if capable UX designers were to tackle the issue and propose solutions or improvements, they might not all have the skills to actually implement them, so they’d have to rely on developers to indulge their requests.
    And from my own experience, devs tend to prioritise function over form, because techy people are often adept enough at navigating less-polished interfaces. Creating a pretty frontend takes away time from creating stuff I’d find useful.

    I don’t know if there’s an easy solution. The intersection between “People that can approach software from the perspective of a non-tech user”, “People that are willing to approach techy Software” and “People that are tech-savy enough to be able to fix the usability issues” is probably very small.









  • It’s like booking a hotel: Basic price will get you a room for the night, with all the common amenities, but if you want late checkout, you’ll pay extra. Sure, they could fold that into the basic price and make it the norm, but if you know you’ll leave early anyway, you’ll be paying for something you don’t want.

    The metaphor breaks apart if you look too closely - for hotels, early checkout is a convenience since they can get the room ready sooner for the next guest, so they’ll incentivise that, while the devs have already put in the work. On the other hand, the late checkout is a service of convenience while a DLC is an excitement feature, where the content is instead an incentive to pay more.

    Either way, I feel like add-ons for games aren’t too different from add-ons in many other industries: “This is the basic <thing>, with the price we feel we can charge for it. This here is an extra you can have for an extra charge.”


  • Honestly, yeah. I spent decades developing and maintaining it, hopefully will spend a few more decades with it, but after that? I have no use for it anymore, but if it’s still in decent condition, it would be a shame to waste it.

    I’d rather have it be of some use to someone, and “drink mead out of it” is very high up the list, right after “use it for science or education” and right before “use it for semi-realistic (but doubly awesome) historical weapon tests or demos”. Other contenders are “deco piece”, “movie/theatre prop” and “ritual implement”.

    Actually, that probably applies to most of my body. Reuse or repurpose as much as you can, turn the rest into fertiliser.

     

    Failing that (if my spouse or family can’t stand the thought of cremating my remains, I don’t want to force them), at least bury me with some weapons. Not because I believe in Valhalla, I just want to troll some future archaeologist. Bonus points for mixing eras and qualities, e.g. a wallhanger 1700s cavalry sabre, weapons-grade Xiphos and a non-functional gun reproduction, dressed in a 900s Samurai armour.