American game designer (Braid, The Witness) and programmer (Jai language)
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Mike and Ting look back on 2024. Contact us: @lostlevelsclub or mike.and.ting@lostlevels.club Show Notes: Year in Review Undertale - Snowdin Remix (YouTube) After 34 Years, Someone Finally Beat Tetris (YouTube) Disney invests $1.5 billion in Epic to create ‘persistent universe' tied to Fortnite - The Verge Apple Vision Pro: high price, high spec headset gets release date Banana is now top 1 in steam, being the game with most players Jonathan Blow on the sales performance of Braid Anniversary Edition (YouTube) Indigo Park: Chapter 1 Credits Song - Rambley Review by @recorderdude , @otterboyva, & @Jakeneutron (YouTube) They made multiplayer OnlyUp (Chained Together) (YouTube) Black Myth: Wukong breaks Steam's concurrent single-player record within hours of launch Sony's New Game Concord Is Now Offline After Just Over A Week - GameSpot Concord isn't coming back, and the developer is done for too: Sony says it considered its options and apparently 'the best path forward is to permanently sunset the game and close the studio' | PC Gamer We played Valve's secret new shooter, Deadlock - The Verge Zelda Dungeons of Infinity released as a roguelike take on A Link to the Past for PC | GBAtemp.net Nintendo is definitely suing Palworld developer over throwing Poké Balls Nintendo's Alarmo review: cute and cozy, but still just an alarm clock - The Verge Nintendo Music – Announcement Trailer (YouTube) Dragon Ball Sparking! Zero WEBFISHING Tetris: US teen claims game's first ever 'rebirth' Is The PlayStation 5 Pro Worth It? PS5 Pro vs Gaming PC: How the Specs Compare For The Cost Marvel Rivals Boasts 10 Million Players 72 Hours After Launch Metaphor: ReFantazio Is GameSpot's Game Of The Year 2024 737 days since the last Silksong news, and not a whisper from this year's Nintendo Direct—I'd like to say fans are coping well but, y'know | PC Gamer Stats Kamex - Memories (YouTube) 2024 Stats Spreadsheet Baldur's Gate 3 Saitama (One-Punch Man) - Wikipedia Dragon's Dogma 2 Director Explains Why There's Only One Save File How to delete your Dragon's Dogma 2 save and start a new game Fortnite Chapter 2 Remix Official Trailer (YouTube) Final Days to Launch: Call of Duty: Black Ops 6 How long is Cookie Clicker? | HowLongToBeat Sixty Four is a beautiful system design toy that reveals something rather dark - Ars Technica (the) Gnorp Apologue HELLDIVERS™ 2 on Steam Shadows of Doubt on Steam Darkest Dungeon meets Wordle (Cryptmaster) (YouTube) UFO 50 Immortality (video game) - Wikipedia The Rise of the Golden Idol on Steam 1000xRESIST - "Hekki Allmo" Trailer (YouTube) Super Mario Bros. Wonder Microsoft is hiking the price of Xbox Game Pass Ultimate and launching a new ‘Standard' tier - The Verge Indiana Jones and the Great Circle Is Exactly What Xbox Game Pass Needed Broken Sword - Shadow of the Templars: Reforged on Steam Three days later, Microsoft Flight Simulator 2024 launch is still stumbling with access and bandwidth problems — issues aren't going away anytime soon as more users come online globally | Tom's Hardware Genie 2: A large-scale foundation world model - Google DeepMind Dragon Age: The Veilguard Reviews - Metacritic Metroid Prime 4: Beyond – Announcement Trailer – Nintendo Switch (YouTube) Meaningless Awards Katsew - Prelude to Celebration | Udio Meaningless Awards - Best Multiplayer Satisfactory 1.0 (Mike) Call of Duty: Black Ops 6 (Ting) It Takes Two (Ting) Meaningless Awards - Best Game Balatro (Mike) Astro Bot (Ting) Meaningless Awards - Missed in 2024 Elden Ring: Shadow of the Erdtree (Mike) Final Fantasy VII Rebirth (Ting) Meaningless Awards - Honourable Mention Balatro (Ting) Animal Well (Mike)
I chat with the legendary Jonathan Blow about how indies can make games in 2025. ► Learn how to make money from your indie games (free webinar): https://www.fulltimegamedev.com/opt-in-how-to-make-six-figures ► Follow Jonathan's new game on Twitter: https://x.com/Jonathan_Blow/status/1854276627305283874
Hey Retro Gamers! On today's episode of Smashing Bricks we travel back in time to 2008 and then travel back in time repeatedly—perhaps too much—in Braid for Xbox Live Arcade. Join me, Eddie Inzauto, and returning guest Jason Fanelli as we takle some of the toughest time-bending platforming puzzles in this landmark title from Jonathan Blow and Number None. Make sure you listen until the end to hear what the next game is and play through with us before the 14th of next month! ALSO: Don't forget that Smashing Bricks now has Bonus Round Episodes available to Patreon Patrons that post on the 28th of each month, so be sure to check that out at patreon.smashingbricks.com! Smashing Bricks has a Discord server! Follow this link to join our community and chat about games, the podcast, and anything else your heart desires! discord.smashingbricks.com You're invited to join the discussion with your comments on our current and upcoming titles or any past game we've played. You can also make suggestions for games you'd like to hear about on future episodes! Check out the Smashing Bricks Playlist and help me fill in the gaps, or let me know that a game that's already on the list is a must-play for the show! Here's that link: playlist.smashingbricks.com If you shop on Amazon, please consider using my affiliate link to earn me a commission on whatever you purchase, without costing you an extra PENNY! Here's that link: amazon.smashingbricks.com And again, if you'd like to go above and beyond to support the show and even get yourself some brand new bonus episodes, donate a few bucks a month via Patreon: https://www.patreon.com/SmashingBricks SOCIAL LINKS: Linktree with all links: links.smashingbricks.com SB on YouTube: youtube.smashingbricks.com SB on Facebook: facebook.smashingbricks.com SB on Intagram: instagram.smashingbricks.com SB on Twitter: twitter.smashingbricks.com SB on Twitch: twitch.smashingbricks.com Eddie's Photography on Instagram: https://instagram.com/edwardinzauto Eddie's Music on Instagram: https://instagram.com/lightseekersoundwaves --- Support this podcast: https://podcasters.spotify.com/pod/show/smashingbricks/support
This week we dig deep into the recent rerelease of Jonathan Blow's classic 2008 puzzle-platformer Braid! This is a game with things to say, about other games, about relationships and now, about itself!B-Side Recommendations:- Alien: Romulus (Movie)- Hanabi (Board Game)- The Witness (Video Game)Next week we'll be playing Before Your Eyes! We'll be going into full spoilers on that one, so we suggest you play it ahead of time!
The duo of Alexis and Henry return in this drama and suspense filled episode of the Plug N Play Podcast! We dive into the juicy news of the restructuring of Bungie within Sony and all it entails, as well as Game Informer shutting down, Jonathan Blow's thoughts on Braid: Anniversary's less than stellar performance and impressions, per usual, for Valorant, Kingdom Hearts 2 and Dave the Diver. Buckle up for another action packed and video game filled episode! Feel free to send us a question at plugnplaypodcast1@gmail.com for a chance to have it read out on the show! Keep track of our ongoing Fantasy Critic League - https://www.fantasycritic.games/league/04e81707-8041-4550-b18b-8e7f10768f02/2024?inviteCode=c70c2125-9beb-45a9-8b42-cde373ee234d Timestamps: 2:18 - GameStop shuts down Game Informer magazine 12:36 - Jonathan Blow says Braid: Anniversary Edition has sold like "dog s**t" 21:53 - Call of Duty: Black Ops 6 cutscenes leak 32:38 - Star Wars Jedi: Survivor announce for PS4 37:30 - Final Fantasy Pixel Remasters getting a physical release 43:16 - Bungie hit with more layoffs and create new studio Impressions: 1:18:15 - Fortnite (Alexis) 1:21:02- Valorant (Alexis) 1:28:02 - Kingdom Hearts 2 (Alexis) 1:38:02 - Dave the Diver (Henry)
Șeful vostru ce colecție de mașini are? Timestamps: 0:00 Intro 3:53 Paul s-a jucat Invisible Inc. 15:03 Edgar s-a jucat Mercenaries 2: World in Flames 26:06 Pixelul Albastru 33:22 Gameinformer s-a închis; Concedieri și colecționari la Bungie; EA College Football a folosit AI (poate) 49:10 ELON MUSK GAMING; Jonathan Blow se plânge de eșec dar nu simpatizăm prea tare; Petiție UE semnați; VEILWATCH 2024 Petiție UE: https://eci.ec.europa.eu/045/public/#/screen/home YouTube: https://www.youtube.com/c/jocsivorbe1416 YouTube Stream Highlights: https://www.youtube.com/c/JocȘiVorbeBits Twitch: https://www.twitch.tv/jocsivorbe iTunes: https://podcasts.apple.com/us/podcast/all-vorbe/id1331438601 Spotify: https://open.spotify.com/show/3RFgOJDgyEnpvkUQoSh0Tc Facebook: www.facebook.com/JocSiVorbe/ Instagram: https://www.instagram.com/jocsivorbe/ Discord: https://discord.gg/m5a6DDfBFc Tip Jar: https://ko-fi.com/jocsivorbe Patreon: https://www.patreon.com/jocsivorbe RSS și linkuri de download: http://feeds.soundcloud.com/users/soundcloud:users:281506836/sounds.rss
This week on Arcade, Uno heads to an abandoned theme park to investigate the nightmares found in the PS1-inspired survival horror, Crow Country. Meanwhile, Chugs unpacks his thoughts on the final act of FF7 Rebirth (major spoiler warning) and delivers his perspective on where the game stands in the greater Final Fantasy multiverse. Then the guys dive into the major gaming news this week: Bungie announces massive layoffs, Game Informer, the longest-running gaming magazine in the US, closes its doors after 33 years. Jonathan Blow, the developer of Braid: Anniversary Edition, describes its sales as “dog sh*t.”, and some interesting findings coming out of Circana's top-20 best-selling games of June. And to wrap things up, the boys tackle some awesome questions our listeners sent in to the Arcade Mailbag. Learn more about your ad choices. Visit podcastchoices.com/adchoices
Support Inside Games on Patreon: https://www.patreon.com/insidegamesYT Hosted by: Lawrence: http://twitch.tv/sirlarr | Bruce: http://twitch.tv/brucegreene | Brian: https://www.twitch.tv/briangaar Edited by: ShooklynTV: https://linktr.ee/Shooklyn Written by: Lawrence Sonntag & Brian Gaar Sources -- [Bungie] The New Path for Bungie - https://www.bungie.net/7/en/News/article/newpath [Game File] https://www.gamefile.news/ [Video Games Chronicle] Bungie's job cuts were happening even if The Final Shape had been a big hit, it's claimed - https://www.videogameschronicle.com/news/bungies-job-cuts-were-happening-even-if-the-final-shape-had-been-a-big-hit-its-claimed/ [GamesIndustry] Bungie Layoffs Include Senior Execs Luke Smith And Mark Noseworthy - https://www.gamespot.com/articles/bungie-layoffs-include-senior-execs-luke-smith-and-mark-noseworthy/1100-6525488/ [X, Jeff Grubb] https://x.com/JeffGrubb/status/1818700346526458286 [Kotaku] Bungie CEO Seemingly Spent Over $2.3 Million On Classic Cars After Sony Acquisition - https://kotaku.com/bungie-pete-parsons-layoffs-classic-cars-sony-buyout-de-1851610196 [X, Liana Ruppert] https://x.com/DirtyEffinHippy/status/1818681130306195616 [X, Griffin Bennett] https://x.com/GriffinWB/status/1818674481470357699 [IGN] Bungie Hit With Lay-Offs as Destiny 2: The Final Shape and Marathon are Reportedly Delayed - https://www.ign.com/articles/bungie-hit-with-lay-offs-as-destiny-2-the-final-shape-and-marathon-are-reportedly-delayed [PCGamesN] Apex Legends review bombed following controversial battle pass changes - https://www.pcgamesn.com/apex-legends/battle-pass-changes [SteamDB] Apex Legends - https://steamdb.info/app/1172470/charts/#max [PCGamesN] Apex Legends player count drops to lowest levels in three years - https://www.pcgamesn.com/apex-legends/player-count-drops-season-21 [GamesIndustry] Nintendo Q1 profits decline 55% as the Switch nears the end of its lifecycle - https://www.gamesindustry.biz/nintendo-q1-profits-decline-55-to-16bn-as-the-switch-nears-the-end-of-its-lifecycle [Eurogamer] Switch sales can't match 2023's Zelda and Mario success, as console nears end of life - https://www.eurogamer.net/switch-sales-cant-match-2023s-zelda-and-mario-success-as-console-nears-end-of-life [BBC] Nintendo Switch 2: Official announcement promised within next year - https://www.bbc.com/news/business-68969083 [Eurogamer] Braid: Anniversary Edition "sold like dog s***", says creator Jonathan Blow - https://www.eurogamer.net/braid-anniversary-edition-sold-like-dog-s-says-creator-jonathan-blow [YouTube, Blow Fan] Jonathan Blow on the sales performance of Braid Anniversary Edition - https://www.youtube.com/watch?v=8KR5i98aCy0&t=133s Music — Switch It Up - Silent Partner https://youtu.be/r_HRbXhOir8 Get Back - Silent Partner https://youtu.be/iQYmgOrPEvs Funk Down - MK2 https://youtu.be/SPN_Ssgqlzc
Something cool coming this month from The Frogpants Network! Bungie did layoffs, no one is happy cept a CEO we think. A look at the games of August. Logitech wants you to pay a sub for a mouse. Jonathan Blow says sales for Braid Remaster BLOW. Dragon Age 4 gets a release date soon, but nothing before October 2024. Civ7 getting a big showing at Gamescom coming up!GAMES PLAYEDSCOTTWorld of Warcraft and War Within pre-patch contentTiny Terry's Turbo TripShapez 2(still playing FF14 in bed...like a weirdo.)JONPath of Exile - on Act 4Final Fantasy XIVVisions of Mana DemoFortniteBEAUYakuza: Infinite WealthTiny Tina's Wonderlands Hosted on Acast. See acast.com/privacy for more information.
Something cool coming this month from The Frogpants Network! Bungie did layoffs, no one is happy cept a CEO we think. A look at the games of August. Logitech wants you to pay a sub for a mouse. Jonathan Blow says sales for Braid Remaster BLOW. Dragon Age 4 gets a release date soon, but nothing before October 2024. Civ7 getting a big showing at Gamescom coming up! GAMES PLAYEDSCOTTWorld of Warcraft and War Within pre-patch contentTiny Terry's Turbo TripShapez 2(still playing FF14 in bed...like a weirdo.)JONPath of Exile - on Act 4Final Fantasy XIVVisions of Mana DemoFortniteBEAUYakuza: Infinite WealthTiny Tina's Wonderlands Hosted on Acast. See acast.com/privacy for more information.
Técnica de Mantle, Técnica Dinámica y Técnica de Smearing, son solo algunos de los nombres de Wolverine en países latinoamericanos que vas a aprender en el Ep514 de Café Fandango. Esta semana, Seba aprende a arreglar silenciadores en Sniper Ghost Warrior 3, mientras que Edu arranca su pasaje por la segunda división de Turquía en FM24, revive un viejo clásico personal con Dragon Ball Z: The Legacy of Goku, y aprovecha los servicios de subscripción con Arranger: A Role-Puzzling Adventure y Dungeons of Hinterberg. Sin lanzamientos arrancamos las "noticias" con nuevos detalles de Harry Potter Quidditch Champions, los juegos mensuales de PS Plus en agosto, y las agradables opiniones del copado Jonathan Blow respecto a la edición aniversario de Braid. Cerramos con una Pregunta Fandango que nos rememora juegos cuyo fracaso nos tomó por sorpresa.
In today's Daily Fix: Destiny developer Bungie has recently announced a 17% reduction in its workforce, or 220 people. Every level of the studio has been affected, including executive and senior roles. Bungie Boss Pete Parsons acknowledged the success of the Destiny 2 expansion, The Final Shape, but blamed "industry shifts" and "enduring economic conditions" for the layoffs. In other, still kinda depressing news, indie developer Jonathan Blow has admitted that the Braid anniversary edition "sold like dog***t" and that the studio's future could be in question. Braid was an indie hit on Xbox Live Arcade back in 2008, but the anniversary edition, which features redrawn art, has not replicated the original's success. And finally, Xbox is releasing a new translucent controller that tips a hat to the OG Xbox era.
Order up, D-Pads!This week we decided to take some advice from the prolific game designer Jonathan Blow and try out what he described as one of the greatest puzzle games of all time: Stephen's Sausage Roll!Back in 2016 it was more of a critical darling, but should this game have had more mass appeal? Or is it too hard to hold the attention of a casual gamer? Make sure to catch the gameplay segment where we nearly have our brains broken: https://youtu.be/zCcjdRtOM74Join us on Twitter: @RetrogradePod, @RetrogradeAndy, @RetrogradeMikeyTikTok: @RetrogradePodOr on Instagram: @theretrogradepodcast Or visit our website at www.theretrogradepod.com/Questions, Comments, and business inquiries can be sent to theretrogradepodcast@gmail.comShow Notes: https://www.theretrogradepod.com/episodes/stephens-sausage-roll-review
Mike and Ting talk about pretending to work while watching inspirational Jonathan Blow videos. NOTE: this is the pre-episode warm up chat for Balatro. Contact us: @lostlevelsclub or mike.and.ting@lostlevels.club Show Notes: Pre-Chat Last month, Wells Fargo reportedly fired over a dozen employees for using tools that fake productivity at work Nvidia beats Microsoft to become world's most valuable company Whatever happened to the 15-hour workweek? Tesla shareholders approve CEO Elon Musk's $45bn pay package | Business | The Guardian Goodhart's law - Wikipedia Lerp smoothing is broken (YouTube) Jonathan Blow playing ANIMAL WELL (Rage) (YouTube) Jonathan Blow clips that made me consider quitting my job for real (YouTube) Highly offensive Jonathan Blow clips to boost your productivity (YouTube) The Scottish cow hoof trimmer watched by millions A food scientist explains how Doritos are engineered to be the perfect snack Metatron - Wikipedia
Let's go back in time, D-Pads! But this time, it's not JUST to look at a retro game. It's to look at a now-sixteen-year-old game with rewind mechanics at its core. Braid first hit the scene in 2008 as a darling of the Indie Game community, and set Xbox Live Arcade up for a run which would change console gaming forever. However, we didn't ALL get a chance to play it, so this week in celebration of the recent release of Braid, Anniversary Edition, Mikey guides Andrew through Jonathan Blow's masterpiece for the very first time. Make sure to catch the gameplay portion of this week's episode where we play through the first few worlds of Braid here: https://youtu.be/fJQXXHP-hrEJoin us on Twitter: @RetrogradePod, @RetrogradeAndy, @RetrogradeMikeyTikTok: @RetrogradePodOr on Instagram: @theretrogradepodcast Or visit our website at www.theretrogradepod.com/Questions, Comments, and business inquiries can be sent to theretrogradepodcast@gmail.comShow Notes: https://www.theretrogradepod.com/episodes/braid-anniversary-edition
Braid is a masterpiece of indie gaming that showcases innovation, creativity, and artistry. From its unique time manipulation mechanics to its breathtaking visuals and captivating story, Braid offers a gaming experience unlike any other. For fans of puzzle-platformers and players looking for a game that challenges both the mind and the heart, Braid is a must-play. Jonathan Blow's magnum opus is a testament to the power of independent game development and a shining example of what can be achieved through passion and dedication. Braid is a timeless classic that will be remembered for years to come. --- Support this podcast: https://podcasters.spotify.com/pod/show/ongamecast/support
TL;DRTacit knowledge is extremely valuable. Unfortunately, developing tacit knowledge is usually bottlenecked by apprentice-master relationships. Tacit Knowledge Videos could widen this bottleneck. This post is a Schelling point for aggregating these videos—aiming to be The Best Textbooks on Every Subject for Tacit Knowledge Videos. Scroll down to the list if that's what you're here for. Post videos that highlight tacit knowledge in the comments and I'll add them to the post. Experts in the videos include Stephen Wolfram, Holden Karnofsky, Andy Matuschak, Jonathan Blow, George Hotz, and others. What are Tacit Knowledge Videos?Samo Burja claims YouTube has opened the gates for a revolution in tacit knowledge transfer. Burja defines tacit knowledge as follows:Tacit knowledge is knowledge that can't properly be transmitted via verbal or written instruction, like the ability to create great art or assess a startup. This tacit knowledge is a form of intellectual [...]The original text contained 1 footnote which was omitted from this narration. --- First published: March 31st, 2024 Source: https://www.lesswrong.com/posts/SXJGSPeQWbACveJhs/the-best-tacit-knowledge-videos-on-every-subject --- Narrated by TYPE III AUDIO.
Welcome to The Nonlinear Library, where we use Text-to-Speech software to convert the best writing from the Rationalist and EA communities into audio. This is: The Best Tacit Knowledge Videos on Every Subject, published by Parker Conley on March 31, 2024 on LessWrong. TL;DR Tacit knowledge is extremely valuable. Unfortunately, developing tacit knowledge is usually bottlenecked by apprentice-master relationships. Tacit Knowledge Videos could widen this bottleneck. This post is a Schelling point for aggregating these videos - aiming to be The Best Textbooks on Every Subject for Tacit Knowledge Videos. Scroll down to the list if that's what you're here for. Post videos that highlight tacit knowledge in the comments and I'll add them to the post. Experts in the videos include Stephen Wolfram, Holden Karnofsky, Andy Matuschak, Jonathan Blow, George Hotz, and others. What are Tacit Knowledge Videos? Samo Burja claims YouTube has opened the gates for a revolution in tacit knowledge transfer. Burja defines tacit knowledge as follows: Tacit knowledge is knowledge that can't properly be transmitted via verbal or written instruction, like the ability to create great art or assess a startup. This tacit knowledge is a form of intellectual dark matter, pervading society in a million ways, some of them trivial, some of them vital. Examples include woodworking, metalworking, housekeeping, cooking, dancing, amateur public speaking, assembly line oversight, rapid problem-solving, and heart surgery. In my observation, domains like housekeeping and cooking have already seen many benefits from this revolution. Could tacit knowledge in domains like research, programming, mathematics, and business be next? I'm not sure, but maybe this post will help push the needle forward. For the purpose of this post, Tacit Knowledge Videos are any video that communicates "knowledge that can't properly be transmitted via verbal or written instruction". Here are some examples: Neel Nanda, who leads the Google DeepMind mechanistic interpretability team, has a playlist of "Research Walkthroughs". AI Safety research is discussed a lot around here. Watching research videos could help instantiate what AI research really looks and feels like. GiveWell has public audio recordings of its Board Meetings from 2007-2020. Participants include Elie Hassenfeld, Holden Karnofsky, Timothy Ogden, Rob Reich, Tom Rutledge, Brigid Slipka, Cari Tuna, Julia Wise, and others. Influential business meetings are not usually made public. I feel I have learned some about business communication and business operations, among other things, by listening to these recordings. Andy Matuschak recorded himself studying Quantum Mechanics with Dwarkesh Patel and doing research. Andy Matushak "helped build iOS at Apple and led R&D at Khan Academy". I found it interesting to have a peek into Matushak's spaced repetition practice and various studying heuristics and habits, as well as his process of digesting and taking notes on papers. Call to Action Share links to Tacit Knowledge Videos below! Share them frivolously! These videos are uncommon - the bottleneck to the YouTube knowledge transfer revolution is quantity, not quality. I will add the shared videos to the post. Here are the loose rules: Recall a video that you've seen that communicates tacit knowledge - "knowledge that can't properly be transmitted via verbal or written instruction". A rule of thumb for sharing: could a reader find this video through one or two YouTube searches? If not, share it. Post the title and the URL of the video. Provide information indicating why the expert in the video is credible. (However, don't let this last rule stop you from sharing a video! Again - quantity, not quality.)[1] For information on how to best use these videos, Cedric Chin and Jacob Steinhardt have some potentially relevant practical advice. Andy Matushak also has some working notes about this idea generally. Additionally, DM or email me (email in L...
Link to original articleWelcome to The Nonlinear Library, where we use Text-to-Speech software to convert the best writing from the Rationalist and EA communities into audio. This is: The Best Tacit Knowledge Videos on Every Subject, published by Parker Conley on March 31, 2024 on LessWrong. TL;DR Tacit knowledge is extremely valuable. Unfortunately, developing tacit knowledge is usually bottlenecked by apprentice-master relationships. Tacit Knowledge Videos could widen this bottleneck. This post is a Schelling point for aggregating these videos - aiming to be The Best Textbooks on Every Subject for Tacit Knowledge Videos. Scroll down to the list if that's what you're here for. Post videos that highlight tacit knowledge in the comments and I'll add them to the post. Experts in the videos include Stephen Wolfram, Holden Karnofsky, Andy Matuschak, Jonathan Blow, George Hotz, and others. What are Tacit Knowledge Videos? Samo Burja claims YouTube has opened the gates for a revolution in tacit knowledge transfer. Burja defines tacit knowledge as follows: Tacit knowledge is knowledge that can't properly be transmitted via verbal or written instruction, like the ability to create great art or assess a startup. This tacit knowledge is a form of intellectual dark matter, pervading society in a million ways, some of them trivial, some of them vital. Examples include woodworking, metalworking, housekeeping, cooking, dancing, amateur public speaking, assembly line oversight, rapid problem-solving, and heart surgery. In my observation, domains like housekeeping and cooking have already seen many benefits from this revolution. Could tacit knowledge in domains like research, programming, mathematics, and business be next? I'm not sure, but maybe this post will help push the needle forward. For the purpose of this post, Tacit Knowledge Videos are any video that communicates "knowledge that can't properly be transmitted via verbal or written instruction". Here are some examples: Neel Nanda, who leads the Google DeepMind mechanistic interpretability team, has a playlist of "Research Walkthroughs". AI Safety research is discussed a lot around here. Watching research videos could help instantiate what AI research really looks and feels like. GiveWell has public audio recordings of its Board Meetings from 2007-2020. Participants include Elie Hassenfeld, Holden Karnofsky, Timothy Ogden, Rob Reich, Tom Rutledge, Brigid Slipka, Cari Tuna, Julia Wise, and others. Influential business meetings are not usually made public. I feel I have learned some about business communication and business operations, among other things, by listening to these recordings. Andy Matuschak recorded himself studying Quantum Mechanics with Dwarkesh Patel and doing research. Andy Matushak "helped build iOS at Apple and led R&D at Khan Academy". I found it interesting to have a peek into Matushak's spaced repetition practice and various studying heuristics and habits, as well as his process of digesting and taking notes on papers. Call to Action Share links to Tacit Knowledge Videos below! Share them frivolously! These videos are uncommon - the bottleneck to the YouTube knowledge transfer revolution is quantity, not quality. I will add the shared videos to the post. Here are the loose rules: Recall a video that you've seen that communicates tacit knowledge - "knowledge that can't properly be transmitted via verbal or written instruction". A rule of thumb for sharing: could a reader find this video through one or two YouTube searches? If not, share it. Post the title and the URL of the video. Provide information indicating why the expert in the video is credible. (However, don't let this last rule stop you from sharing a video! Again - quantity, not quality.)[1] For information on how to best use these videos, Cedric Chin and Jacob Steinhardt have some potentially relevant practical advice. Andy Matushak also has some working notes about this idea generally. Additionally, DM or email me (email in L...
Welcome to another spine-tingling, joystick-wiggling episode of Play Comics, where the pixels meet the page and the game controllers are always at risk of being thrown in excitement or frustration. This week we're diving into the dark cobwebbed corners of the gaming world to unearth the 1992 classic The Addams Family, a game that dared to ask “What if we took a beloved, macabre family and turned their life into a platforming adventure?” Based on the 1991 film of the same name, this game sprawled across the NES, SNES, Genesis, Master System, Game Gear, and Game Boy, proving that no console was safe from its kooky, spooky charm. In this episode we're thrilled to welcome back the illustrious Adam Williamson, a man whose knowledge of games is only rivaled by his ability to survive encounters with the supernatural—or at least supernatural-themed video games. Adam, who last graced us with his presence in a bodyslammin' discussion on WWF No Mercy, returns from the depths of the gaming archives to help us navigate the twisted halls of the Addams' mansion. Prepare for a journey where every jump is a leap of faith (into a pit of who-knows-what), every enemy is as bizarre as an Addams family member, and the only thing scarier than the game's difficulty is the thought of turning it off before finishing. Will Gomez find his beloved family members, or will he be doomed to wander the pixelated corridors forever? Join us as we explore the mystery, the humor, and the sheer Addams-ness of The Addams Family game. So tighten your seatbelts, adjust your monocles, and make sure your hand (Thing, is that you?) is firmly attached to your wrist. It's going to be a wild ride through the Addams Family estate, where the only guarantee is laughter, nostalgia, and maybe, just maybe, a newfound appreciation for games that make you want to pull your hair out—in the most delightful way possible. Learn such things as: How can you base a game off of single panel comics? How is this macabre family so wholesome? What does Jonathan Blow have to do with any of this? And so much more! You can find Adam absolutely nowhere except for on Play Comics where he writes comic reviews and appears on other episodes. Of particular interest to listeners of this episode are The Gimmick #1 and The Job #1. Twitter Thread and Bluesky Thread to enter the giveaway for copies of The Color of Always and Sharp Wit & The Company of Women. Or just comment on the When I Was Young episode post with what stories you're looking forward to reading. If you want to be a guest on the show please check out the Be a A Guest on the Show page and let me know what you're interested in. If you want to help support the show check out the Play Comics Patreon page or head over to the Support page if you want to go another route. You can also check out the Play Comics Merch Store. Play Comics is part of the Gonna Geek Network, which is a wonderful collection of geeky podcasts. Be sure to check out the other shows on Gonna Geek if you need more of a nerd fix. You can find Play Comics @playcomics.bsky.social on Bluesky, @playcomicscast on Twitter and in the Play Comics Podcast Fan Group on Facebook. A big thanks to Crossplay Conversations and Tales from the Backlog for the promos today. Intro/Outro Music by Best Day, who still goes Trick-Or-Treating. In fact he's going next weekend.
The Witness is a first-person puzzle game developed by Jonathan Blow that takes place on a mysterious and stunning island. As the player, you wake up with no memory and must explore the island to uncover its secrets through a series of interconnected puzzles. --- Support this podcast: https://podcasters.spotify.com/pod/show/ongamecast/support
Dave Ackley's paper Beyond Efficiency is three pages long. With just these three pages, he mounts a compelling argument against the conventional way we engineer software. Instead of inflexibly insisting upon correctness, maybe allow a lil slop? Instead of chasing peak performance with cache and clever tricks, maybe measure many times before you cut. So in this episode, we're putting every CEO in the guillotine… (oh, that stands for "correctness and efficiency only", don't put us on a list)… and considering when, where, and how to do the robust thing. Links $ patreon.com/futureofcoding — The most recent bonus episode is a discussion with Stefan Lesser about new "laws of physics" we can invent inside the computer. Don't destroy the earth, then make sure your thing can't be destroyed, then don't destroy your data, and finally, do your damn job, AAAAAAAAAAAAAAAAAAAAAAAAAAA. A Software Epiphany, and the accompanying HN discussion — giga viral, so sick PartyKit? Nice! What started as a simple todo list turned into an ocean of tech boy milk and, ultimately, the AI apocalypse. Jepsen is a rough, rugged, deeply thoughtful and fantastically cool approach to distributed systems testing, by Kyle Kingsbury. Also, we didn't talk about it, but his reversing / hexing / typing / rewriting / unifying technical interview series is essential reading. Ivan's examples of robustness vs efficiency were RAID, the CAP theorem, Automerge, the engineering of FoundationDB, and Byzantine fault tolerance— all of which stake out interesting territory in the efficiency/robustness tradeoff spectrum, all of which are about distributed systems. Can programming be liberated from the von Neumann style?, a paper by John Backus. We Don't Really Know How to Compute!, a talk by Gerald Sussman. The Robust-First Computing Creed is rock solid. The Wikipedia article on von Neumann architecture did not come through with the goods. Ivan works with Alex Warth now, and thus may fairly speak in half-truths like "I've been working with constraints recently…" The Demon Hoard Sort Bogosort is never coming to Dreamberd The Witness was made by Jonathan Blow, who has Aphantasia, but he also made a game called Braid, and Braid is good. Datamosh is a creative misuse of the lack of robustness that comes from storing diffs instead of full state snapshots. Here's a lovely gallery of examples. Abstraction by xkcd Reverse Engineering the source code of the BioNTech/Pfizer SARS-CoV-2 Vaccine Can't let Lu get through the above without derailing onto Fiverr, PCP, Fight Club, and the Dust Brothers. Randy Newman was nearly quoted in Ackley's Indefinite Scalability for Living Computation — god help you if you read our show notes and don't listen to the episode. "It is difficult", says Upton Sinclair when asked about Jimmy Miller being Jimmy Miller, and how we all ought to approach our own sense of Jimmy Miller. Music featured in this episode: Hawker News by user: spiralganglion Corporate World by the Dust Brothers No more jokes! Find us at these normal places: Ivan: Mastodon • Website Jimmy: Mastodon • Website Lu: Mastodon • Website Dave: Mastodon • Website Send us email, share your ideas in our Slack, and support the show on Patreon. Yes, do all three please.See omnystudio.com/listener for privacy information.
In this episode Bryan and Josh cover The Witness from Jonathan Blow… sort of. Actually they cover The Looker, which is a loving homage/scathing satire of Blow's game and at the price of Free and the runtime of about 60 minutes, comes highly recommended by the guys. Good satire is hard to find and that is doubly so in the video game sphere, but developer Bradley Lovell hits the mark with The Looker which is just packed with jokes both written and mechanical. Listen in as Bryan and Josh do their best to not just repeat their favorite jokes.Warning: Spoilers for the Witness abound!Three Word Reviews: Bryan - More Gaming SatireJosh - Don't Look Down
One last entry before leaving for Taiwan, the various strengths of cinema and video games as a creative medium, the storytelling of the recent Celine Song film "Past Lives", comparing the storytelling of Ruben Östlund's film "Force Majeure" and Jonathan Blow's "The Witness", a hiccup in my plans to travel to Shanghai, and a final summary of my excitement for traveling to Taiwan.
Technical troubles upon launch, the profundity of Jonathan Blow's "The Witness", the rarefied air of creative insight, and the gatekeepers who shape the narrative of who gets to be labeled a genius.
Kole, Ben, Dennis, and Moxie talk about Jusant, HAWKED, Teardown, and much more! The Grind: - Ben: Resident Evil 4 Remake VR. Jusant. - Dennis: HAWKED. RoboQuest. Lethal Company. - Moxie: Dave the Diver. Vampire Survivors. - Kole: Fortnite Festival. Teardown. The Multiplayer: - What game do you play in your head the most? The End Boss: - Fntastic Studio shuts down, runs away with The Day Before money. - Mouse is a first person shooter with black and white Disney style. - Lethal Company solution to arachnophobia is very Lethal Company. - Jonathan Blow wants to make a VR game that won't sell any copies.
YouTube Link: https://www.youtube.com/watch?v=SSbUCEleJhg&t=9315sIn our first ontoprism, we take a look back at FREE WILL across the years at Theories of Everything. If you have suggestions for future ontoprism topics, then comment below.TIMESTAMPS:- 00:00:00 Introduction- 00:02:58 Michael Levin- 00:08:51 David Wolpert (Part 1)- 00:13:48 Donald Hoffman, Joscha Bach- 00:33:10 Stuart Hameroff- 00:38:47 Claudia Passos- 00:40:27 Wolfgang Smith- 00:42:50 Bernardo Kastrup- 00:45:23 Matt O'Dowd- 01:19:06 Anand Vaidya- 01:28:52 Chris Langan, Bernardo Kastrup- 01:44:27 David Wolpert (Part 2)- 01:51:37 Scott Aaronson- 01:59:47 Nicolas Gisin- 02:16:52 David Wolpert (Part 3)- 02:32:39 Brian Keating, Lee Cronin- 02:42:55 Joscha Bach- 02:46:07 Karl Friston- 02:49:28 Noam Chomsky (Part 1)- 02:55:06 John Vervaeke, Joscha Bach- 03:13:27 Stephen Wolfram- 03:32:46 Jonathan Blow- 03:40:08 Noam Chomsky (Part 2)- 03:49:38 Thomas Campbell- 03:55:14 John Vervaeke- 04:02:41 James Robert Brown- 04:13:42 Anil Seth- 04:17:37 More ontoprisms coming...NOTE: The perspectives expressed by guests don't necessarily mirror my own. There's a versicolored arrangement of people on TOE, each harboring distinct viewpoints, as part of my endeavor to understand the perspectives that exist. THANK YOU: To Mike Duffy, of https://dailymystic.org for your insight, help, and recommendations on this channel. - Patreon: / curtjaimungal (early access to ad-free audio episodes!) - Crypto: https://tinyurl.com/cryptoTOE - PayPal: https://tinyurl.com/paypalTOE - Twitter: / toewithcurt - Discord Invite: / discord - iTunes: https://podcasts.apple.com/ca/podcast... - Pandora: https://pdora.co/33b9lfP - Spotify: https://open.spotify.com/show/4gL14b9... - Subreddit r/TheoriesOfEverything: / theoriesofeverything - TOE Merch: https://tinyurl.com/TOEmerch LINKS MENTIONED: • Free Will Debate: "Is God A Taoist?" ... • Unveiling the Mind-Blowing Biotech of... • David Wolpert: Free Will & No Free Lu... • Donald Hoffman Λ Joscha Bach: Conscio... • Stuart Hameroff: Penrose & Fractal Co... • Wolfgang Smith: Beyond Non-Dualism • Escaping the Illusion: Bernardo Kastr... • Matt O'Dowd: Your Mind vs. The Univer... • Anand Vaidya: Moving BEYOND Non-Dualism • Should You Fear Death? Bernardo Kastr... • David Wolpert: Monotheism Theorem, Un... • Nicolas Gisin: Time, Superdeterminism... • David Wolpert: Monotheism Theorem, Un... • Brian Keating Λ Lee Cronin: Life in t... • Joscha Bach: Time, Simulation Hypothe... • Karl Friston: Derealization, Consciou... • Noam Chomsky • Joscha Bach Λ John Vervaeke: Mind, Id... • Stephen Wolfram: Ruliad, Consciousnes... • Jonathan Blow: Consciousness, Game De... • Noam Chomsky • Thomas Campbell: Ego, Paranormal Psi,... • Thomas Campbell: Remote Viewing, Spea... • John Vervaeke: Psychedelics, Evil, & ... • James Robert Brown: The Continuum Hyp... • Anil Seth: Neuroscience of Consciousn...
Valve annuncia un nuovo modello - OLED - di Steam Deck, ma ribadisce che non si tratta del successore della console, bensì di un redesign. Inoltre, Jonathan Blow esce dal silenzio e rivela la data dell'Anniversary Edition di Braid, un titolo seminale per lo sviluppo Indie. Puoi Abbonarti Qui per supportare il progetto; i contenuti resteranno comunque accessibili a chiunque.
Show Notes: https://docs.google.com/document/d/1QlfugNfqUX09VjdY4hXyPPwoaVOdc9ByCtxkjq1ygcM/edit?usp=sharing
IGF Design Award winner Jonathan Blow has made legendary games like Braid and The Witness by taking risks and making the hard decisions. Currently he's working on a new game with a homemade game engine (!) using a homemade programming language (!!), he tells tales of perseverance and putting in the reps for when opportunity knocks. Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!Hosted by Alexander Seropian and Aaron MarroquinFind us at www.thefourthcurtain.comCome join the conversation at https://discord.gg/KWeGE4xHfeVideos available at https://www.youtube.com/@thefourthcurtainFollow us on twitter: @fourthcurtainFeaturing the music track Liberation by 505Please consider supporting the show by pre-registering for our Season Two Kickstarter at www.thefourthcurtain.com/kickstarter
Digital Foundry / Eurogamer stuff: https://twitter.com/GenePark/status/1698756550221791253 People overreacting to something: https://archive.ph/4yOio Johnathon Blow being an absolutely Toolbag: https://twitter.com/Jonathan_Blow/status/1700664410287804639 Who Are We? Twitter, Youtube, Instagram: @Resobaso Twitter: @Colddeath Find Our Show on Apple, Google, and Spotify @Turnbasedcynics
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/art
VGATWTOE regular Dawnya(@dawnyaaan) joins us once again, this time for the VGATWTOE 2022 GOTY and to blast the ass of The Witness creator and line puzzle enthusiast Jonathan Blow. Somehow NFTS, teslas, UK Popeyes and Tim Buckley all end up getting dunked on as well. A podcast that reveals the truth about video games that those other video game podcasts don't want you to know. Co-hosts: Alton, Kay and Reese Intro music: Video Games by Envyneslies Envyneslies – Video-games Outro music: ApeSh!t The Music Video Thank you to Angelvila for the logo! Patreon: https://patreon.com/vgatwtoe Main Account: https://twitter.com/vgatwtoe Reese: https://twitter.com/yourverygoodbud ALTON: https://twitter.com/8ALTON8 Kay: https://twitter.com/kayandskittles Find out more at https://videogamesaretheworst.pinecast.co
Matthew VanDevander is the developer of Taiji from 2022. Taiji is a top-down, pixel art, open world puzzle game inspired by The Witness. It is available on PC, via Steam and Itch.io. In today's episode we will discuss non-verbal game design, solodev, the game The Witness, holistically designed games, pixel art, music, playtesting, and much more. Taiji on Steam Taiji on Itch.io taji on the web: https://taiji-game.com Taiji on Twitter: @taijigame IGI on Twitter: @IndieGameINTL Consider becoming an IGI Patron: https://www.patreon.com/indiegameINTL IGI is a production of Su Madre Podcasts: https://sumadrepodcasts.com/
Escape from Tarkov content creators, Veritas and Jesse Kazam, talk through Veritas' recent video and the game changes that resulted from it. In the past week or so, we have seen some of the most impactful changes that have come to Escape From Tarkov in a long time. They also bring on a special guest Jonathan Blow. To support the show, check out https://factormeals.com/pogcast60 and use code pogcast60 for 60% off your first box. Learn more about your ad choices. Visit podcastchoices.com/adchoices
Thank you to Factor for sponsoring this episode! Head to https://www.FactorMeals.com/pogcast60 and use code pogcast60 to get 60% off your first box! On this episode of the Pogcast we talk through Veritas' recent video and that changes that came partially as a result of that video. In the past week or so we have seen some of the most impactful changes that have come to Escape From Tarkov in a long time. We also bring on a special guest Jonathan Blow who has been in the game industry for many years designing games like Braid and The Witness. We talk about game design and how Tarkov and BSG have a nearly impossible job. Check it out! --- Send in a voice message: https://anchor.fm/pogcastlive/message
Ye: Jim and Them has been away in solidarity with Kanye West as he deals with the haters swarming on your boy! Also RIP TakeoffKyrie: Kyrie Irving under fire for sharing potential antisemitic conspiracy theories, but will he handle the fallout well!?Palette Cleanser: Time to cleanse the palette with an old woman yelling about cum.PRANKS ON MY MOM!, EVIL!, THE BOYS ARE BACK IN TOWN!, THIN LIZZY!, PATREON!, YOUTUBE!, UNBOXING VIDEO!, HERE, NOW FOREVER!, TRIPLE H!, PLACEBO EFFECT!, AEW!, WRESTLING!, CM PUNK!, GREMLIN MODE!, SOLIDARITY WITH KANYE WEST!, YE!, PROTEST RETIREMENT!, TAKEOFF!, MIGOS!, OFFSET!, QUAVO!, DEATH!, HEATED ARGUMENT!, YOU'VE SEEN ME BALL!, TMZ!, TRAGEDY!, SHAWN MICHAELS!, THE ROCKERS!, BIG CAS!, ENZO!, CHUCKY DOLL!, DIA DE LOS MUERTOS!, BASKETBALL!, BET AWARDS!, SHOOTING DICE!, DESIIGNER!, ALGORITHM!, PUTTING YOUR DOG DOWN!, NICKI MINAJ!, ADIDAS!, ANTISEMITIC!, FIRED!, SCHADENFREUDE!, EXCUSE!, NICK CANNON!, NETWORK TV!, SUMMER OF 2020!, BELIEFS!, RELIGIOUS!, ABORTION!, FIGHTING THE GOOD FIGHT!, JEFF!, MOST IMPORTANT MIDTERM ELECTION OF OUR LIVES!, RED MEDIA!, SYSTEMIC TARGETS!, POVERTY!, DONDA SCHOOL!, KANYE ON THE SHOW!, MIKE WOULD LOVE HIM!, LIVED EXPERIENCES!, WALT DISNEY!, GEICO!, PROGRESSIVE!, BLACK OWNED BUSINESS!, FLO!, BOOSIE!, DELONTE WEST!, SKID ROW!, TAKEOFF!, RAPPERS!, SLOW MOTION!, BULLET TIME!, ENERGY!, BRAID!, JONATHAN BLOW!, KYRIE IRVING!, 300 MILLION ANCESTORS!, ALL I DID WAS SHARE!, ENDORSEMENT!, TACO BELL PRICES!, NACHO SUPREME!, FAST FOOD PRICES!, SAME ENERGY!, CANIAC!, BEACON OF LIGHT!, EXPERT OPINION!, EVERYONE WILL BE ALEX JONES!, BOOK!, PALM TREES!, STATE WITH MOST PALM TREES!, WEST COAST!, CUM COVERED!, CHILD NEEDS TO HEAR ABOUT IT!, IMPROV!, YES AND!, QUICK RESPONSE!, SECOND CITY!, ESCALATING!, PRAYING!, PREGNANT!, UNDERTAKER HEAD SNAP!, PSYCHO SID!, THEME SONG!, CONDESCENDING VOICE!, PRETEND TO CARE!You can find the videos from this episode at our Discord RIGHT HERE!
Bradley Lovell is the Founder of Subcreation Studio, developer of The Looker. The Looker is a hilarious parody of The Witness (2016). It is a comedic first person puzzle game. The game is free on Steam and has been reviewed by over 8,000 users. The game is very, very fun and has clever puzzle mechanics. I would recommend this game whether you have played The Witness of not. In this episode we will discuss humor in video games, releasing a free game, the appeal of creating internally consistent worlds, level design, solo dev, scope control, voice acting, compulsion loops, and much more. The Looker on Steam Bradley's work on the web: bradleylovell.com IGI on Twitter: @IndieGameINTL Consider becoming an IGI Patron: https://www.patreon.com/indiegameINTL IGI is a production of Su Madre Podcasts: https://sumadrepodcasts.com/
Director of developer experience at the Urbit Foundation ~lagrev-nocfep on Urbit @sigilante on twitter What is a sigil? What is the most important thing you've learned about teaching? Driven by authoritarian high modernism Top down imposition Structural way of understanding context Industrial revolution Ten years ago there was online education MIT open course where Open up the content to everyone and it will create revolution Introducing a model that the person gets illuminated from Humans are good at metaphors Give them a framework and people will figure it out These things are measurable Open problem in computer science Two classes of complexity Polynomial time Vastly exponentially complicated than things that can be solved in a certain time NP on the hard problems Has to do with the structure of our attention 9 years experience Philosophy of pedagogy Why doesn't it make it easy to open up knowledge? How do you make something relevant? Strongly in favor of hyper individualist approach to teaching Interdisciplinary Try everything, some things stick Analogical reasoning How do you improvise for metaphors? Why is it so disincentivized to do improv? Input output model doesn't quite work because the context is so vast The model of the areas of learning is helpful but not 100% accurate Tutorial method does not scale but its the most effective Really hard problem P=NP what is it? When I'm working on a particular mode, gumption traps, energy sinks, takes a lot of agency to activate yourself out of the state Rumsfeld called the unknown unknowns What questions do you have? Is a better question than What are your questions? What do you do when you need to solve a problem? Someone tried to build a solution for what Neal is talking about at 10 minutes in Go to the fringes to get the edge cases What is the advantage of a low status source? How do you make your questions and answers legible? Subtopics and how to use them? What is the demand for previous for previous programmers learning Urbit? What is the percentage of programmers who are learning Urbit? What was the first iteration of home school? Dozen people finished Now they have 60 people finishing Why does Urbit have a weird perception from people? Once you hear about it you go into the rabbit hole and it never stops Its a web within a web Its like a secret door in a house didn't you know about it Pitch the idea of the treasure hunt powered by Urbit Why did stars survive in demand? How much did they survive? How much does it cost to buy a star now versus the 2022 downturn in crypto How do you get the right answer as opposed to the fast answer? Only developers who are autodidactic like and stay with Urbit Who is Richard Stallman? LISP He built community around GANU, Linux? Invented the free software What is functional programming? What is the relationship between mental divergence and programming? What is the third type of developers in relation to something like Urbit? The arguers What is the fourth type of developers in relation to something like Urbit? Rebellious and devious enough What is the relationship between Bitcoin and Urbit? What are the main challenges you see in terms of my crazy idea for the treasure hunt? What are the options to build this quickly? This is the main problem Is it a web page driven experience? Build an urbit app and get them to install it You would have to figure out how to do the call outs to the phone device Hot or cold game Only track wether they found it or not How can we effectively expose underlying things to the urbit server? 24 minutes in Should we think about Urbit as a operating system? Who is experimenting with Urbit moons as internet of things? Urbit app that plays a tone with your wifi strength How can I think about building the prototype in the real web, so that I can destroy it and rebuild with urbit? Urbit is the database and the identity Riding back whatever you need as permanent state July and August there will be an urbit hackathon Online What are the dates? Hooner, front end dev, and domain expert What is a team? Where is it? Assembly conference in Miami at the end of September Why do people care about Urbit? Stewart Christoff What do you think of the complex about trying to create things that you dont want to get paid for? What is Immun Async paid money What are your thoughts on ADA (Cardano)? Does Urbit.org do the micropayments? bounties, apprecintinceships and proposals Get stars Why did stars go up when the rest of the crypto market went down? How can I as someone non technical help with the development on Urbit? Noah Kumin At marsreview on twitter (didn't work, find it again) Launch party in NYC Ongoing bounties Mars review of books, launched with the combine, an urbit foundation Who at the mars review of books? Who is Jonathan Blow? Who are the original founders of the web and why didn't they get paid? What should we know about institutional capture? Why do you disagree with me about the inevitably of institutional capture? People who look at the project and see the knock kernel cooling More chaotic to less chaotic Perceive a teleoligical purpose We are going to win because we Its a happy accident If we don't kick in and make it happen What did Aristotle say about the Good? You have to drop everything What are your thoughts about the open future? What is the macrocosmic conceptual of the rant stewart went on at 45 minutes in? Hellbaked You can never have high value? This selects very hard for survival No balance Everything that has value has been built in hell Why do things suck? Essay by Nick Land The assertion that everything with value is built in Hell How do you cull low value? Why does evil exist? What is the hard darwinian view? How to you square the harmonious idea of aesthetically and ethicall appealing to us versus the violent nature? Part of the answer is that there are always components of existence Manifest physical reality, creation What is a world soul? This means that the only way for intelligence or spirits to enter into higher states is by facing full oppositional world Its not going to get easier, its always going to be a struggle, its a whitepill, build something that survives How do you build exit based on natural principles? If you see a ferret, you know that a rabbit exists If you see a flower, you know there is something like a sun How do you steer human moths away from the web 2.0 world and attract them to a new way of reclaiming attention? The revolution will not be AB tested Why is modernity difficult on spiritual deviants? Why was it ok to be Wierder in the 90s? This explains gen X Is the employer and employee relationship something we should perpetuate into the open future? How do DAOS fit into this? When was the joint stock firm invested? When was the Bar invented?
Asclepius and Reaper discuss and review Doctor Strange In The Multiverse Of Madness in-depth, so spoiler warning! They then hop around talking about other movies coming out in 2022, Halo Infinite, and the Halo TV show on Paramount+. A special shoutout is due to Asclepius for earning his 3000th PlayStation trophy, which was also the platinum trophy for The Witness, the intriguing 2016 puzzle game from Jonathan Blow.Hosts: Asclepius (Austin) & Reaper (Chad)
于谦祠旁假期在飞机又读了一遍黑塞的《悉达多》,忘记是第几次阅读了,但是每次当我有些迷茫和焦虑的时候,都会翻出来读一遍。这期播客的标题来自于王德峰老师的一本文集《寻觅意义》(文末有链接),这篇文章解决了困惑我很久的问题:我们用来衡量身边事情的标尺,我们自己是否审慎的仔细观察过,这把尺子上的刻度,对我们是否有意义?比如你真的必须去大厂么?必须赚到一千万么?必须买了房子再买车么?做一个思维实验,假如我们都得到这些后,我们的人生还持续有意义么?假如没有意义?那么我们今天拼命的卷,拼命的争取福报,是为了什么?是为了避免被支配的恐惧?还是想要支配别人的欲望?消费并不能带来幸福,而所谓的意义也很短暂。我们不仅仅应该消费,还应该创造一些渺小而伟大的东西。至此我终于能理解独立游戏制作人,「时空幻境」作者 Jonathan Blow 小时候被影响的那个演讲《诗篇四十六的秘密》所说的意义:用自己的渺小,去做一些渺小而伟大的事情,将自己和伟大联系起来,这样便能获得意义。也正是有了意义,我们才能拥有不执与无畏的可能。理想如星辰,我们永不能触摸到它,但我们可以像航海者一样,借星光的位置而航行。参考资料 Vol.20210912:和即将 30 岁的乔布斯聊聊,如何寻觅意义 | 产品沉思录精选 寻觅意义 by 王德峰 诗篇四十六的秘密 不执与无畏 - 世界有一场深入的遇见 by 闻中音乐选自 And Eternity in an Hour边听边用 flomo 记录,点此注册
Several Zero-Days, and some more pontificating on the future of Programming as it relates to CoPilot. It's been a busy week, so let's see what happened Last week in .NET:
Dennis Kogel ist freier Journalist und beschäftigt sich nicht nur, aber auch nicht wenig mit Spiel- und Netzkultur: Er ist regelmäßig beim Deutschlandfunk und seinem eigenen Podcast "Indie Fresse" zu hören, schreibt für GameStar wie für das Feuilleton, unterstützt professionelle Podcast-Produktionen mit Recherchen und besitzt (von mir geschätzt) 200.000 Brettspiele. Im Gespräch mit Dom Schott erinnert er sich an seine ersten Schritte bei Superlevel zurück, erzählt von Abenteuern in Finnland, seinem intensiven Interview mit Jonathan Blow und wie es dazu kam, dass er plötzlich als Narrative Designer bei The Curious Expedition 2 mitmischen durfte. Ein Gespräch wie gutes Glas Tee: Warm, intensiv und super gesund.
Esta semana nos ponemos un poco serios para hablar sobre la Organización Mundial de la Salud, que hace poco incluía la adicción a los videojuegos en su Clasificación Internacional de Enfermedades. Charlamos del asunto durante un buen rato con Javier Alemán, psicólogo y videojuerguista.También ha habido unas cuantas charlas estos días en Barcelona, durante la edición anual del Gamelab. Pudimos asistir al evento solo un día, pero nos sirvió para ver a Amy Hennig, a Jonathan Blow y a Joseph Fares, además de probar unos cuantos títulos independientes que se están desarrollando por aquí. Y para terminar, un par de lanzamientos de Ubisoft: el DLC con Donkey Kong para Mario + Rabbids: Kingdom Battle y The Crew 2. See acast.com/privacy for privacy and opt-out information.
Video games have been around since at least the '70s, but introspective games - ones with a statement to make about how we approach and play games, and what we expect from them - are still relatively rare. With The Witness out this week, however, we decided to take a look at how Jonathan Blow's earlier effort helped push metacommentary in games - and then we use it as a jumping-off point to talk about a few others. With that out of the way, we can talk about The Witness, Final Fantasy Explorers, Mighty No. 9 getting delayed again and the third-party Nintendo exclusives that you'd like to see get a second life.
“I'd pay hundreds if I was assured it'd be a great experience.” -Nicholas Wasilewski, Action Button Entertainment Programmer Questions this week: The Witness (02:15) $100 Video Game (17:10) Most Paid for a Game (42:03) Greatest Resell Value Games (53:50) RAD Lifetime Spending (58:59) Edited by Blaine Brown. Music ‘The Witness Release Date Trailer' From The Witness.
Justin provides an in-depth report on the long-awaited, upcoming puzzle game The Witness from renowned designer Jonathan Blow.