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One tangent from this is that few of the big 'household name' tech products that have become infrastructure for modern life for huge amounts of people seem to be allowed to be mature and stable, they must be kept changing (beyond maintenance) or to offer some other new thing.

One of the biggest challenges with computer UIs is how you convey information to a user, and that goes especially for games where players often can't take much time to analyze complexity, and it gets boiled down into a light gem indicator. One of the things I really love about the Thief games is how intuitive they are because they're mostly relying on sight/sound senses, you can relate to how the guards/defenses are going to sense you because it's how you would detect someone. If you're noisy you know what will happen next, and the guards are extremely vocal in telling you their state.

Going beyond that simplicity to account for other factors you could technically improve the simulation with is where I'm not sure it makes it more fun. Ultimately a mission needs to be conquerable, how far can you go making it more challenging and leave space for the player to push through while remaining plausible. Silhouette, different areas of your body being lit/unlit, whether movement speed of a lit/partially lit person affects detection makes a difference, guards having long term memory and adapting to half of them - they all sound good but I'm not sure they'd actually be rewarding to players and the development studio that implemented them. How do you 'tell the story' of a guard that spots your shape, knows you're sneaking around acts accordingly to take you by surprise and ends your game.

Similar with armor systems in a lot of games, we can probably simulate a lot of coverage/protection and the impact on mobility, that characters ability to fight with various weaponry because of what they wear, injuries, and so on, but for most games it gets abstracted into categories or points. Even if computation challenges of physically simulating that were overcome for dozens of characters in a fight, how do you convey all the consequences to the player to suggest how they can change things.


Something I've noticed as a general trend is that tech news has seemed to breed an optimistic fandom, that technology for the sake of technology must be good. It's exciting and dramatic, it's science fiction becoming reality. Concerns about needing to adapt around it are diminished even when it could be devastating (losing their job) to those involved, and it's unlikely much assistance will be given to "just" retrain.

I wonder where the 'extents' of the game product/service you buy can be defined. I could foresee a game client/server/toolkit like Bioware's Neverwinter Nights being released but as a barebones legally compliant framework that lets you play. Then on the other side of the line they have an optional online service that provides a scenario to play in (running the same server the public has), if that service goes away the game still works, just as buying a load of D&D kits doesn't give you a DM to run games in perpetuity. As another example, there's a lot of servers for games like Counter-strike where the experience and how it runs the gameplay is modded server-side only.


The public responds to complexity and ambiguity by not giving you any money whereby you get to make money making french fries. Logically the most trivial thing people are going to do is make a minimalist multiplayer mode which allows users to join each others games like we did in 1995.


The "files and folders" hierarchical tree model for a file system is one where I wonder about the limits or effectiveness of the skeuomorphism approach to convey such a concept. If you're coming from a place where information was generally held and organized on paper, it _should_ be natural that you can group files within a container like a folder, and the kind of folder the iconography showed should be able to contain sub-folders.

While many did pick up on the idea, where were the shortcomings? Were the early graphics not enough to build the mental link. Was it the common grid view of icons. Was it the icon being an abstract thing you needed to open to see the contents instead of looking at it directly (as previews on the icon which came later), was it things opening in separate windows. It's not as though other more visually 'rich' methods to show a file system such as 3D or animated took off.

There's also the modern version that gets brought up occasionally where people who are using devices with mobile instead of desktop OSes apparently don't know how to work with file systems to manage data, and presumably they'd have even less exposure to the physical paper concept that inspired it.


Something that has been largely forgotten about is that it used to be routine to see pictures of smoggy Chinese and Asian cities, this was a problem for them that they solved. I can't help thinking we can't get this kind of preventative action on any large scale, we need to have severe issues first and that's not accounting for longer term/cumulative effects.


"Over the past years, the government has implemented various methods to improve the air quality in Northern China. Sandstorms, which were quite common 15 years ago, are now rarely seen in Beijing’s spring thanks to afforestation projects on China’s northern borders. The license-plate lottery system was introduced in Beijing to restrict the growth of private vehicles. Large trucks were not allowed to enter certain areas in Beijing. Above all, the coal consumption in Beijing has been restricted by shutting down industrial sites and improving heating systems. Beijing’s efforts to improve air quality has also been highly praised by the UN as a successful model for other cities. However, there is also criticism pointing out that the improvement of Beijing’s air quality is based on the sacrifice of surrounding provinces (including Hebei), as many factories were moved from Beijing to other regions."

https://www.statista.com/statistics/690823/china-annual-pm25...

CO2 emissions are a different kind of "pollution". They are not visible and diffuse quickly over the whole Earth.


The US had the same issue and fixed it through federal and state environmental regulation. It just happened in the US 100 years before it happened in china Heavy pollution is what lead to the environmental movement that started back in the 60s and that led to the creation of the EPA and whole slate of state and federal regulation that dramatically improved air/water quality in the US. It was a slow process that took a ton of work to build a movement of support, but it can be done.

We can actually address problems when we want to. It's just pretty slow and requires people to actually give a shit and put in the effort to build support.


The other recurring theme is a mantra along the lines of "ends justify the means" when it comes to building data centers and all the consequences of that in the present, for some promise that AI will somehow have a net benefit to all eventually while hand-waving the details.


I think one precursor could have been EA's debacle with Sim City in 2013, when they apparently had a huge wave of disappointed customers doing chargebacks. I'm not aware of any public statement/evidence of this, but it really wouldn't surprise me if their payment processor leaned on them to provide a better means of accomplishing that, and it gave them a way to portray their store as customer friendly.


Another angle is the processing cost, I assume Google is seeking to offload the computation for whatever features this covers from their own data centers to end users. On the scale of billions that's probably measurable and from google's side worth doing whether the users is paying for the service or not, and each of them will have more power usage with some reduced battery life on portable devices. At that scale I'd also wonder about efficiency based on what proportion of end users are using AI or running it on CPU/GPU/NPU.


It's an aspect I've wondered about, constraints do make you consider what's essential. For example in btop (screenshot in the article) the graphs are rendered with dots at low resolution, if there was another version where those graphs were full resolution is it telling you meaningfully more?


Since the dots in btop's rendering are using the Braille characters, meaning you get six dots in the space that would be taken up by one alphanumeric character, the resolution on those dots is surprisingly high. A maximized terminal on my screen is size 316x86, so that's 316×2 x 86×3 = 632x258 of "Braille dot resolution" (a term I just made up) available for the graphs. Sure, that's lower than the 2560x1600 pixel resolution of my screen, but you're entirely right to ask "Does that really matter?" The graph would be smoother with about 4x more horizontal pixels and 6x more vertical pixels to work with, but I doubt I would glean any more information at first glance.


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