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Best podcasts about SimCity

Latest podcast episodes about SimCity

Big Orange Couch: The 90s Nickelodeon Podcast

On the 277th episode of Big Orange Couch: The 90s Nickelodeon Podcast, Andrew, Joey, and Katey discuss all things 2014. Topics include: books, video games, TV shows, songs, albums, movies, and interesting events. Plus, Cleveland's nickname, Tom Cruise's front teeth, the laws of Sim City, seeing Polaris live and so much more!

Infinitum
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Infinitum

Play Episode Listen Later May 17, 2025 52:38


Ep 259Orion browserTIDAL više nije deo SBB ponudeApple to appeal €500M digital fine over EU's silence in compliance talksThis Does Not Compute — How my ultimate SimCity 2000 setup helped get Apple sued Apple Announces New iOS 19 and macOS 16 Accessibility Features Ahead of WWDCtvOS 18.5 Adds Synchronized Dolby Atmos Playback for AirPlay and Bluetooth SpeakersApple: CarPlay Ultra, the next generation of CarPlay, begins rolling out todayTop Gear: New Apple CarPlay Ultra: Apple Just Took Over Your Car!ZahvalniceSnimano 16.5.2025.Uvodna muzika by Vladimir Tošić, stari sajt je ovde.Logotip by Aleksandra Ilić.Artwork epizode by Saša Montiljo, njegov kutak na Devianartu

TechStuff
The Story: The World According to SimCity w/ Chaim Gingold

TechStuff

Play Episode Listen Later May 14, 2025 29:19 Transcription Available


Chaim Gingold is a game designer and author of the book Building SimCity: How to Put the World in a Machine, which explores the simulation games created by developer Will Wright. Gingold sits down with Oz to discuss why a computer game about city planning became such a big hit in the ‘90s, the surprising legacy of SimCity, and the deeper cultural and technological significance of simulation games.See omnystudio.com/listener for privacy information.

The Harvest Season
Brain Spaghetti

The Harvest Season

Play Episode Listen Later May 14, 2025 66:36


Al and Kelly talk about Ratopia Timings 00:00:00: Theme Tune 00:00:30: Intro 00:02:24: What Have We Been Up To 00:17:46: Game News 00:25:17: News Games 00:36:08: Ratopia 01:02:56: Outro Links Tales of Seikyu Early Access Sugardew Island Sprinklers Update Outlanders “The Culinry Diaries” DLC Turnip Boy Steals The Mall Cubified Turnip Boy Plush Everdream Valley VR Contact Al on Mastodon: https://mastodon.scot/@TheScotBot Email Us: https://harvestseason.club/contact/ Transcript (0:00:31) Al: Hello, farmers, and welcome to another episode of the harvest season. (0:00:34) Al: My name is Al. (0:00:36) Kelly: And my name is Kelly. (0:00:38) Al: And we are here today to talk about Cottage Core Games. (0:00:42) Al: Woo! (0:00:42) Kelly: Woo! (0:00:45) Al: Uh, welcome back, Kelly. (0:00:47) Al: Always good to have you. (0:00:48) Kelly: It’s always fun to be back. (0:00:50) Kelly: I feel like we talked so recently and yet so long ago. (0:00:55) Kelly: It really wasn’t that long ago. (0:00:56) Al: Let’s have a look. (0:00:57) Al: Your last episode was “Grimoire Groves”, and that was in March. (0:01:01) Kelly: Yeah, yeah, yeah. (0:01:02) Al: For two months. (0:01:04) Al: Hmm, I have not played that game since that episode. (0:01:07) Kelly: I completed everything. (0:01:09) Al: Hmm. (0:01:10) Kelly: Everything, everything. (0:01:12) Al: Impressive. (0:01:12) Kelly: And then I put the game down and never picked it back up again. (0:01:14) Al: Hmm, fair. (0:01:16) Al: That’s how I play most games, to be fair. (0:01:16) Kelly: It was fun. (0:01:19) Kelly: Me too. (0:01:19) Kelly: But usually I don’t go full completionist mode. (0:01:23) Al: Yeah, yeah. (0:01:24) Kelly: I pick things that I want to complete (0:01:26) Kelly: or give myself goals. (0:01:27) Kelly: Otherwise, I kind of lose motivation sometimes. (0:01:30) Al: Fair enough (0:01:32) Al: And then you were on the fields of then you were on the fields of mystery out before that. Have you played the update? (0:01:32) Kelly: But I was determined. (0:01:37) Kelly: No. (0:01:38) Kelly: I really enjoyed the portion that I played, (0:01:42) Kelly: but I decided that was enough and I’m just (0:01:44) Kelly: going to wait for the full game. (0:01:46) Al: I have done the same also. I was really tempted to jump in in the last update, but I’m like, (0:01:52) Kelly: Mm-hmm yep, that’s why I am I ended up picking up Sunhaven instead (0:01:52) Al: “No, let’s not do it. Let’s not do it. Don’t ruin it for yourself. Wait for the full game.” (0:02:00) Al: Yes. Well, let’s get into that then. So, just before we get into that, (0:02:02) Kelly: So I was like, you know what that’s a completed game (0:02:08) Al: we’re going to talk about Ratopia, this episode. Ratopia, this episode, because it has just come (0:02:14) Al: out in 1.0. (0:02:16) Al: Kelly has previously played it, so I thought we would talk about that. (0:02:21) Al: Before that, obviously, we’ll have our regular news. (0:02:25) Al: But first of all, Kelly, what have you been up to? (0:02:28) Kelly: “Playing Sunhaven.” (0:02:29) Al: I have questions. (0:02:30) Kelly: Woo! (0:02:31) Kelly: I also got 15 yards of dirt delivered to my driveway (0:02:34) Kelly: so I could fix my backyard. (0:02:36) Kelly: So that’s– (0:02:39) Al: Why is it measured in distance? (0:02:44) Kelly: I don’t have that answer. (0:02:46) Al: So, presumably, it’s like a set thickness, right? (0:02:47) Kelly: Do you know how I had to figure out what 15 yards of dirt was, (0:02:50) Kelly: Al? (0:02:50) Kelly: I had to go on YouTube and watch a video of a dump truck (0:02:53) Kelly: delivering 15 yards of dirt to someone’s driveway. (0:02:59) Kelly: I guess? (0:03:01) Kelly: Because they also do like– (0:03:01) Al: You’re the one that’s had it delivered! (0:03:03) Kelly: yeah, Al, this was through Facebook Market. (0:03:06) Kelly: This is just, I don’t know, the standard measurement (0:03:08) Kelly: that they use, though, because it’s cubic yards and cubic feet (0:03:11) Kelly: are used for soil. (0:03:12) Al: Oh, so it’s cubic yards, not yards. (0:03:17) Kelly: I don’t know, because they only said yards. (0:03:19) Al: Because that’s a bit– because cubic yards is a vol– (0:03:23) Al: Yeah, so it sounds like they’re just automatically (0:03:24) Kelly: It’s probably cubic yards, and I just never considered it. (0:03:25) Al: shortening it then, because cubic yards is a volume. (0:03:28) Al: That’s how you measure something like soil. (0:03:28) Kelly: Yes. (0:03:29) Kelly: Yes, that’s how I do my soil. (0:03:31) Kelly: I do soil calculations in cubic yards. (0:03:34) Kelly: I just didn’t put two and two together because it just (0:03:37) Kelly: straight up said yards. (0:03:38) Al: Yeah, that’s just laziness, I think, on behalf of people selling. (0:03:42) Kelly: Yeah. (0:03:43) Kelly: But no, I literally watched YouTube videos on dirt delivery (0:03:46) Kelly: to figure out how much dirt this would be. (0:03:48) Al: Although, I also have a question about that, because this is a thing that Americans do (0:03:55) Al: a lot, is you measure things by volume, when that can be very inaccurate for certain things. (0:03:58) Kelly: Yes. Yeah. Yes. (0:04:02) Al: It’s all very well and good measuring liquids by volume, because they stay the same. You’re (0:04:08) Kelly: Yeah. (0:04:08) Al: not going to add extra air in between grains of water. Yeah. Yeah. (0:04:10) Kelly: No, listen, I do a lot of baking. (0:04:14) Kelly: All of my baking is done by weight. (0:04:18) Kelly: I convert recipes all the time. (0:04:18) Al: Yeah. (0:04:22) Kelly: I’m pretty sure that they do it this way so that they can, like… (0:04:24) Kelly: Okay, this is free dirt, so it’s like… (0:04:26) Al: Okay, yeah. (0:04:28) Kelly: trash as it is. (0:04:30) Kelly: But it’s like, clearly they want to do it by volume and not weight (0:04:32) Kelly: so that they can give me things like a two foot long concrete rock (0:04:36) Al: Yeah, yeah, yeah, for sure, for sure. (0:04:36) Kelly: inside of my dirt pile. (0:04:40) Kelly: You know, like, that’s… (0:04:42) Kelly: I don’t know about the other things, (0:04:44) Kelly: because I’m assuming when people buy nice soil, (0:04:46) Kelly: they’re not getting giant rocks in their nice soil. (0:04:49) Al: Yeah, I. (0:04:50) Kelly: But I think… I think it’s… it’s a… (0:04:54) Kelly: I think that’s part of it. I don’t know. (0:04:56) Al: You weren’t buying high quality topside, well, that’s for sure. (0:04:58) Kelly: You know, it’s free dirt. (0:05:00) Al: But yeah, the baking one is funny, right? (0:05:02) Al: Because I understand the want to do it in volume, right? (0:05:05) Al: Like there’s a lot of cooking that I do (0:05:07) Al: where I do it by volume because it’s quicker, right? (0:05:08) Kelly: Yes, yeah. (0:05:09) Al: Like I quite often I quite often will make like (0:05:13) Al: I do like oat breakfast cookies quite often and I’ll just I’ll just use one (0:05:19) Al: of my measuring spoons and I’ll just like throw half a cup into a bowl, right? (0:05:24) Kelly: - Yeah. (0:05:24) Al: Because it’s quick and it’s dirty and it (0:05:26) Al: doesn’t really matter because if it’s slightly off, it’s fine. (0:05:27) Kelly: You’re getting cookies no matter what. (0:05:29) Al: Exactly, right? (0:05:30) Kelly: - Yeah, exactly. (0:05:31) Al: It does the job. (0:05:31) Al: But like when you’re if I’m if I’m baking a cake, like, you know, I’m I’m weighing (0:05:36) Al: out that flour, right, I cannot but you’ll see recipes online all the time. (0:05:36) Kelly: - Yep, yeah, oh yeah. (0:05:40) Al: And it’s like a cup of flour. (0:05:42) Al: And I’m like, first of all, first of all, there is no single standard cup. (0:05:46) Al: Did you know our cups are different than your cups? (0:05:48) Kelly: Yes. That’s what pisses me off. That’s what pisses me off when like a lot of good baking (0:05:49) Al: Fun, isn’t that super fun to learn about after I’ve spent following American (0:05:54) Al: recipes for years? (0:05:59) Kelly: recipes will include both the the grams or whatever ounces and then also yeah the ones (0:06:02) Al: Yes. You click the little button and it will change them. Yes, it’s nice. I like that. (0:06:09) Kelly: that don’t are so questionable because it’s like well did you pack the flour when you put in the (0:06:14) Al: Yeah, exactly. (0:06:15) Kelly: the cup but do you (0:06:18) Kelly: do our cups match yeah it’s very frustrating it’s very I do a lot of (0:06:20) Al: How irritated is your flower? (0:06:26) Kelly: math when I do baking so it’s very interesting I guess (0:06:28) Al: And this is why I don’t do much baking, because I like cooking where I can just throw things in (0:06:35) Al: and it’ll taste good. And if it doesn’t taste good, I add in something else and it tastes good now. (0:06:41) Al: But baking, if you muck up the measurements, you’re getting a pile of mush. (0:06:42) Kelly: That’s, yeah, I will say, I am definitely doing like a dirty sourdough at the moment for the starter because I used to be very anal and I would measure everything out. (0:06:55) Kelly: And after like, I guess four or five years of doing sourdough starters, I just like, I understand what the consistency needs to be. (0:07:04) Al: Yeah, yeah, that’s very different. (0:07:06) Al: If you’re doing the same thing all the time, you know what it needs to be, (0:07:08) Kelly: Yeah, but there’s definitely some. (0:07:10) Al: and you just get used to that. (0:07:12) Kelly: There are some things that I kind of like mess around with in baking where I think other people might not. (0:07:16) Kelly: And it’s like in the end, it still tastes great. (0:07:20) Kelly: And it’s my little science experiment, you know? (0:07:22) Al: Yeah, I know. For sure. (0:07:24) Kelly: But no, I love cooking and baking for the two different reasons. (0:07:28) Kelly: Like one is my little science chemistry set. (0:07:32) Kelly: And the other one is like throw whatever the hell you want into a pan and see what happens. (0:07:34) Al: Yeah, I like the idea of baking and I sit with a pack of flour in my cupboard and I (0:07:42) Al: watch as it goes out of date, because it’s just like, it’s a whole other mindset you (0:07:49) Al: have to be in before you can actually realistically do that. And that, yeah. I’ve had a recipe (0:07:50) Kelly: - Yes. (0:07:55) Kelly: - Yeah, it’s a different commitment. (0:07:57) Al: for like a specific kind of flatbread for months and I’ve not done it yet. And that’s (0:08:04) Al: all for baking. That’s just bread. (0:08:06) Kelly: Yeah, yeah. (0:08:07) Kelly: No, I’ve been meaning to make a brioche bread for months, (0:08:12) Kelly: and I just keep putting it off because I’m like, (0:08:14) Kelly: I don’t want to deal with it. (0:08:14) Al: There’s so much brain space. (0:08:16) Al: Anyway, Sunhaven. (0:08:17) Kelly: Yes, Sun Even has been a lot of fun. (0:08:20) Al: Pardon me, that’s what we were talking about. (0:08:23) Kelly: I like the different mechanics that they’ve added into it. (0:08:26) Kelly: I enjoy having magic. (0:08:27) Al: Yep. Interesting. (0:08:28) Kelly: I wouldn’t say it’s like the most thrilling farming game. (0:08:32) Kelly: I’ve ever played, but I think it’s overwhelming in a way that keeps my attention. (0:08:38) Kelly: Like having the different farms in different areas. (0:08:42) Al: It’s quite story based as well, isn’t it? (0:08:43) Kelly: Yes, yes, there’s a lot. (0:08:45) Al: How are you finding that? (0:08:47) Kelly: Um, it’s good. (0:08:49) Kelly: I don’t always pay attention to stories and games, so I’m not the best person. (0:08:54) Al: Yeah, same. (0:08:57) Kelly: I will say sometimes I look over to the characters, though, and have my eyes coped at one, I think. (0:09:03) Kelly: You guys don’t have that much clothes on. (0:09:04) Al: I’ve had, I backed this game on Kickstarter and I’ve had it in my Steam library now for (0:09:14) Al: a couple of years. I’ve not done anything with it. I have not, no. I think part of my (0:09:16) Kelly: Have you played it? (0:09:21) Al: problem is there’s like a time frame after a game comes out where if I don’t play a game (0:09:26) Al: in that time period I’m probably never playing it. (0:09:28) Kelly: Mm-hmm. Yeah, and that’s hard because you have games that like you want to play and also (0:09:35) Al: Let me tell you how many games have come out this year, purely farming games. We are currently (0:09:41) Al: at 20. 20 games have come out this year so far. No, actually I’m wrong. 22. No, 24. 25. (0:09:51) Al: 25 games that I am tracking on this game, on this podcast, by the 10th of May. There’s (0:09:54) Kelly: By May. (0:09:59) Al: more coming out in May. There’s another three on the list that are releasing this month. (0:10:03) Kelly: Are they flooding the market? (0:10:06) Al: It’s the Stardew Effect. We’re just at that time period. We are, what is this, eight years (0:10:08) Kelly: It is. (0:10:10) Al: after Stardew got popular? So just everybody’s finishing up their Stardew clones. (0:10:12) Kelly: Yeah. (0:10:18) Kelly: That is very true. (0:10:19) Kelly: And unfortunately, Sunhaven does fall into that. (0:10:24) Kelly: But again, I think it’s not the most unique farming game I’ve (0:10:28) Kelly: ever played, but I do like some of the things that they’ve added. (0:10:31) Kelly: I also just find it comforting. (0:10:33) Kelly: I like a good micromanagy game. (0:10:36) Al: Yeah, yeah, I’ll talk about mine in a minute. (0:10:38) Al: But, yeah, I totally agree with that. (0:10:40) Al: I wonder. (0:10:40) Kelly: And I do like that you don’t spend energy. (0:10:44) Al: Oh, yeah, so we’re going to have to we’re (0:10:46) Al: definitely going to have to talk about this game then (0:10:48) Al: because I am also playing a game which doesn’t have energy. (0:10:54) Kelly: It’s a fun mechanic to like, not worry about. (0:10:54) Al: And that is. (0:10:57) Al: Yeah. (0:10:59) Al: I am very much enjoying it. (0:11:02) Kelly: It’s really nice. (0:11:04) Kelly: Like, oh, there’s still always the time, you know, crunch or whatever. (0:11:06) Al: Yeah, yeah. (0:11:07) Kelly: But like, oh, I don’t have to eat 10,000 apples just because I (0:11:11) Kelly: want to hit a few more rocks. (0:11:13) Al: This is the thing that’s always annoyed me about farming games is you’ve got two (0:11:17) Al: limitations, you’ve got the time and the energy and removing one or the other of (0:11:24) Al: them, because Ever After Falls, which is what I’m playing and Sunhaven, (0:11:29) Al: which is what you’re playing, both remove the stamina. (0:11:32) Al: but Sugaju Valley, which we’ll talk about in the news section, (0:11:36) Al: it removed the time aspect where it’s essentially turn based. (0:11:41) Al: So you do your stuff and then you there’s two phases to the day. (0:11:45) Al: There’s the day phase and the night phase. (0:11:48) Al: And the night phase is when you open the shop. (0:11:51) Al: So it’s like you do whatever you want to do and then you go and open the shop. (0:11:54) Al: And then when you close the shop, it’s bedtime. (0:11:58) Kelly: that’s sick yeah yeah yeah sometimes bad games yeah it’s um which I think you (0:11:59) Al: So I like the… (0:12:01) Al: I mean, it’s not a good game, it’s a bad game. (0:12:03) Al: But it was interest that was that was an interest. (0:12:06) Al: Interesting thing and I like the games are now trying to play around with these things a little bit more. (0:12:13) Kelly: know that’s one of the things that we benefit from at like at the time point (0:12:17) Kelly: we’re in post stardew is like obviously that a lot of copies came out but I (0:12:24) Kelly: I think we’re really starting to see people like try to change (0:12:28) Al: Mm hmm. Yeah. So we’ll see. We’ll see how those things go. But OK, so you’re enjoying Sun Haven. (0:12:36) Kelly: Yes, I have put over 100 hours into it so far. (0:12:39) Al: Let me schedule that episode then. Sun Haven. Kelly. We’ll see when we do that. (0:12:48) Kelly: You know, you’re the reason I actually picked it up, I think, is because we were talking (0:12:50) Al: I’ve been meaning to play it for so long. Maybe I can event. Maybe I can finally play it if I’ve got (0:12:55) Al: a date to record on it. Aha! (0:12:58) Al: Right, OK. Was it in the news then? (0:12:59) Kelly: about it during the grimoire podcast. (0:13:06) Kelly: Probably I don’t know. (0:13:07) Kelly: I know it got mentioned. (0:13:08) Kelly: It was probably like a brief mentioning, but I think it was the news. (0:13:10) Al: many things, come on. Well I have obviously been playing Ratopia, I’ve only been playing the demo, (0:13:13) Kelly: So you influenced me, congrats. (0:13:22) Al: we’ll get to that later, but yeah I’ve been playing the demo of Ratopia. I’ve also been (0:13:29) Al: playing Ever After Falls and I have put in about 60 hours in that game so far, so it hooked me. (0:13:34) Kelly: What, what’s, what’s that one? (0:13:37) Al: So that’s just another stardew clone, but it um (0:13:40) Al: Obviously, as I said, it doesn’t have the stamina aspect, but it’s, let’s see, how would I describe, so it’s premise is slightly different, where you die at the beginning of the game, and then wake up and turns out that your real life was a simulation, and now you’re in another world with a farm. (0:14:06) Kelly: Oh, interesting. So really planning on people’s simpsychosis fears. (0:14:11) Al: Yeah, yeah, yeah, yeah, for sure. And it’s very solid, I would say, probably much like what you’re talking about with Sunhaven. It’s like a solid farming game, and it has definitely caught that bug that I have for I must do this thing, and I’m building up this farm, and that is what I’m doing. (0:14:37) Al: And I’ve been enjoying that. (0:14:40) Al: And I have some things to talk about it that I’m going to talk about in a future (0:14:43) Al: episode that I found interesting, but I think if you’d like Stardew and you’ve (0:14:49) Al: been like, I must have another one and I’m done with Stardew, (0:14:52) Al: I want a different list. (0:14:54) Al: It’s a pretty solid one. (0:14:55) Kelly: The graphics look really cute. (0:14:57) Al: Yeah, that’s what initially grabbed me in. (0:14:59) Al: And the animation of it is fun as well, like your character’s arms are not (0:15:03) Al: attached to the body and they can swing really funny as you walk around. (0:15:08) Al: And there’s a few other things like you’ve (0:15:10) Al: seen these that you can catch and put them on things and you’ll get like wood or (0:15:14) Al: or without actually cutting the thing down. (0:15:17) Al: And that’s kind of like around it’s trying to encourage sustainability. (0:15:18) Kelly: Oh, that’s cool. (0:15:21) Kelly: Mm-hmm. (0:15:22) Al: So, yeah, there’s a few bits and pieces. (0:15:22) Kelly: Yeah, but it’s that solid game. (0:15:27) Kelly: Sometimes you don’t need anything innovative or crazy (0:15:29) Al: Yeah. Yeah. (0:15:30) Kelly: different. (0:15:30) Kelly: It’s just a nice, comforting game. (0:15:34) Al: So that’s what I’ve mostly been playing. (0:15:37) Al: I have also, so two picks earlier came out and I had backed that game. (0:15:42) Al: So this is like a life sim in a kind of stardew style, (0:15:48) Al: but it’s much more, it’s almost, I guess, GTA-esque. (0:15:54) Kelly: I was gonna say it looks like kind of reminds me of like I don’t want to say sim city but like (0:16:00) Al: I guess it would be some city if you were actually controlling an individual. (0:16:00) Kelly: something like that (0:16:04) Kelly: yeah that’s that’s which I guess is kind of like the ratopia of also (0:16:10) Al: Yeah, I think it’s different from that in so much as like you don’t have any control (0:16:15) Al: over anyone else. You’re just living your own life, but you can you can do crime and (0:16:16) Kelly: Mmm. (0:16:20) Al: stuff like that. What I will say is I’ve not properly played it because it doesn’t have (0:16:21) Kelly: Okay, that’s cool. That’s fun. (0:16:27) Al: controller support. So later, I play on my Steam Deck. (0:16:30) Kelly: Oh, you don’t do mouse and keyboard. (0:16:35) Kelly: Ah, that’s crazy. (0:16:36) Kelly: I didn’t consider that, that… (0:16:38) Kelly: Why would they put anything on the Steam Deck (0:16:40) Kelly: that doesn’t have… (0:16:40) Al: Well, anything on Steam goes on the Steam Deck by default, and most games coming out (0:16:43) Kelly: Yeah, no, I understand that, but like… (0:16:47) Al: now will have controller support. It’s a good question as to why it doesn’t have controller (0:16:52) Al: support yet, and I do not know the answer. They have said that they’re adding controller (0:16:56) Al: support soon, but yeah, I’m just like, why, why, why? (0:16:57) Kelly: okay hopefully like I get what you’re saying like obviously they push everything from steam to it (0:17:03) Kelly: but like you would think that there would be like some kind of filter like (0:17:08) Al: They have a compatibility thing and it’s and it currently has an unknown compatibility (0:17:12) Al: for Steam Deck. (0:17:13) Kelly: okay (0:17:14) Al: So. (0:17:15) Al: But whatever. (0:17:16) Al: Yeah. (0:17:17) Al: I opened it up. (0:17:18) Al: Went. (0:17:19) Kelly: yeah that’s that’s fair that’s very fair (0:17:19) Al: Yeah. (0:17:20) Al: Nope. (0:17:21) Al: We closed it. (0:17:24) Al: I’ll try again once you’ve added controller support, please and thank you. (0:17:28) Al: So, yeah, that’s. (0:17:30) Kelly: Interesting concept though. (0:17:31) Al: Yeah. (0:17:32) Al: Yeah. (0:17:33) Al: Well, I want to try it. (0:17:34) Al: That’s the thing. (0:17:35) Al: Like what it is saying it’s doing (0:17:38) Al: It has mixed reviews on Steam just now. (0:17:40) Al: So who knows how that will go, but (0:17:42) Kelly: Well, you know. You gotta try stuff. (0:17:43) Al: we’ll see. (0:17:46) Al: All right, let’s talk about some news. (0:17:48) Kelly: Yay! News! (0:17:50) Al: Tales, Tales of Saikyu. (0:17:56) Kelly: I think sake you, but like, also, I’m not a- (0:18:00) Al: This is the game where you turn into Yoko, Yoko, Yoko. (0:18:06) Kelly: Yokai? (0:18:08) Al: This game is where you turn into Yoko for getting around and dealing with your crops and stuff like that. (0:18:09) Kelly: Taseku, mess you up. (0:18:21) Al: You have a whole bunch of different abilities for turning into different Yokai that have different abilities to do these things. (0:18:30) Al: Yeah, yeah, I haven’t decided whether I want to play this or not, but it is a thing. (0:18:36) Al: and they’ve announced that their early access is coming. (0:18:38) Al: I don’t think this was a Kickstarter, so I won’t have backed it, so don’t buy it. (0:18:40) Kelly: Oh, very soon. (0:18:53) Al: I’m telling myself that, not other people. (0:18:56) Al: I can’t be trusted. (0:18:57) Al: Yeah, not much else to say about that, they’ve just announced their early access is coming. (0:19:03) Al: One thing I didn’t check is what they’re expecting in terms of how long. (0:19:08) Al: Because that’s always an interesting thing is how long they say they’re going to be in (0:19:11) Al: early access for. (0:19:13) Al: They’re expecting it to be about a year, so I suspect two and a half years. (0:19:18) Kelly: That sounds like good math. (0:19:24) Al: Next we have another update for Sugaju Island. (0:19:27) Al: So this game is bad game, don’t buy this game, don’t play this game, but they are making (0:19:32) Al: it less bad. (0:19:34) Al: Maybe someday it will be less bad enough that it will be worth buying, it probably won’t (0:19:38) Al: be. (0:19:39) Al: So in this update they’ve added sprinklers, so you can have sprinklers on the farm. (0:19:45) Al: Yay. (0:19:46) Kelly: And you can discover seashells. (0:19:46) Al: It’s such a, yeah, wow, I just, what, well, lackluster updates for lackluster game, that’s (0:19:47) Kelly: How exciting. (0:19:53) Kelly: This is like really lackluster updates. (0:19:55) Kelly: I’m sorry. (0:19:59) Al: what I would say. (0:20:02) Al: I don’t, they’ve also added key bindings support, so you can change your key bindings, which (0:20:06) Al: Good, I’m glad. (0:20:08) Al: You should have had that at lunch. I find this game so fascinating, (0:20:14) Al: because it feels so much like we need to do a farming game, so let’s do a farming game. (0:20:21) Al: And the only interesting thing about it was the turn-based time in the day. It is, (0:20:28) Kelly: Which is like a really cool concept, which is that sounds so interesting. (0:20:32) Al: but… but he’s just not good. (0:20:34) Kelly: They put all their effort into that one concept and nothing else. (0:20:38) Al: They’ve marked this as a major update on Steam. That is something. Uh, yeah. (0:20:46) Kelly: I mean, I’m going to just say this like then I think the name alone implies to me that there’s not a lot of effort going on here. (0:20:54) Al: Oh Kelly, you probably haven’t listened to last week’s episode have you? (0:20:57) Al: There were two new games in last week’s episode that were called Sunseed Island and Starsand Island. (0:21:08) Kelly: We got to start like putting a ban on certain words for farm game (0:21:14) Al: Known, known, island or valley. Yeah, this is… (0:21:18) Kelly: If you have “do” in your name. (0:21:24) Al: Good changes to the game, but that does not make a good game. (0:21:31) Al: I cannot see how either of these three tiny things in this major update would (0:21:39) Al: change this game from being bad to being good. I have no interest in opening that game again. (0:21:48) Kelly: Definitely good to know. I was very intrigued when you mentioned the turn-based, and very (0:21:52) Kelly: disappointed when you immediately followed up with that it’s a bad game. (0:21:54) Al: here lies the problem. They do have a demo. Feel free to try the demo. I mean, some people (0:22:01) Al: like it, apparently, there are some positive reviews. Apparently, it’s mostly positive. (0:22:07) Al: I don’t know how. I really don’t know. So, like, every recommended person is like, oh, (0:22:08) Kelly: Are they paying these people? (0:22:17) Al: it’s so nice. And they’re like, but it’s not. And all the not recommended is like, it is (0:22:23) Al: the most boring farming game. (0:22:24) Al: With so few features, it feels like a proof of concept and then they didn’t add the rest of the game. (0:22:36) Kelly: I don’t know how Steam reviews work. (0:22:38) Al: You just have to own it, I think. (0:22:42) Kelly: Yeah, but like, I think it tells you, right, if like, they got it for free. (0:22:44) Al: Oh, good question. Purchase type. Steam purchases and other. So other would be free ones. (0:22:53) Kelly: That’s what I would think, but like I meant more so too on like the, oh, no, nevermind. (0:22:58) Kelly: 230 people found this review helpful. (0:23:02) Al: Oh, is that the not recommended one at the top? (0:23:04) Kelly: Yeah. (0:23:06) Al: I can’t believe I put 12 hours into this game, absolutely mad. (0:23:09) Kelly: That’s a lot of hours. (0:23:10) Al: It’s a lot of hours for a bad game. (0:23:13) Al: All right, yeah, I’m going to start bashing this game. (0:23:14) Kelly: Next. (0:23:16) Al: Moving on, Outlanders have announced a new DLC, The Culinary Diaries. (0:23:23) Al: It looks like it’s a food based story addition to the game. (0:23:29) Al: This is a town building strategy game. (0:23:31) Kelly: OK, it looks like a short hike or the goose game. (0:23:36) Al: Yeah, I mean, graphics wise, yeah, it’s very much management style game, though, rather (0:23:38) Kelly: Yes, yeah, that’s what I’m basing that off of entirely. (0:23:44) Kelly: OK. (0:23:45) Al: than I have not. There’s too many games to play them all. But yeah, it looks like it’s (0:23:47) Kelly: Have you played this one? (0:23:55) Al: added a whole bunch of cooking stuff. So if you enjoy this game, there you go. You got (0:24:01) Al: a new update? A new DLC? Or is it paid? That’s a good question, I should check that. (0:24:06) Al: It is… No, it’s not free. It is $5. It is not bad. They’ve got quite a few DLCs, (0:24:06) Kelly: It’s free, maybe. (0:24:13) Kelly: Oh, that’s not bad. (0:24:17) Al: which is interesting. They’re all $5. Yeah, they also have very positive rating on Steam. (0:24:18) Kelly: I noticed that it seems like they’re, they have quite the DLC (0:24:29) Al: None of that tells as much, because it’s Sugaju Island, Suga Valley, whatever, I don’t care. (0:24:30) Kelly: - I think no. (0:24:37) Al: Had a positive, quite positive, was it? Or something like that? I don’t know. It was positive for some reason. (0:24:46) Kelly: But I mean, like, I feel like generally, obviously, (0:24:49) Kelly: that’s not true for everything. (0:24:51) Kelly: Games that tend to put out consistent DLC content, (0:24:55) Kelly: like, there’s something good going on. (0:24:57) Al: Yeah, it has twenty nine thumbs up on the Steam post and zero comments. (0:25:03) Al: So you’ve not got a whole bunch of people (0:25:05) Al: complaining about it being paid, which implies to me that some people are (0:25:10) Al: excited to buy it. (0:25:10) Kelly: Yeah. And again, for $5, it’s not a bad addition. (0:25:14) Al: Five dollars. (0:25:17) Al: All right, next, we have some new games to talk about. (0:25:21) Al: First up, we have turnip bill. (0:25:25) Al: Words, words. (0:25:25) Kelly: You’re not having a good day with the, I’m immediately adding this one to my wish list (0:25:27) Al: Fail me, Callie. (0:25:33) Al: Turnip Boy steals them all. (0:25:36) Al: Uh, have you played any Turnip Boy game? (0:25:39) Kelly: I have not, um, not out of like not wanting to, but like just life. (0:25:45) Al: So turn it by commits tax evasion is great fun. It’s it’s a really good (0:25:51) Al: small (0:25:53) Al: RPG and I really liked that game turn it by Rob’s a bank is (0:26:00) Al: similar in terms of its action (0:26:02) Al: But it is a roguelite (0:26:06) Kelly: Oh, interesting. So not for Al. (0:26:08) Al: I (0:26:09) Al: Mean I I played it. I want to see how many hours I put into it. I put in (0:26:11) Kelly: Yeah. (0:26:15) Al: I played it on the switch not steam apparently (0:26:18) Al: So I would need to I would need to look on my switch, which I’m not doing right now (0:26:23) Al: I (0:26:26) Al: Finished the game. I completed it which I haven’t done for many many roguelites (0:26:35) Kelly: says a lot. I didn’t realize how new these games were though. That’s crazy that they’ve put out (0:26:40) Kelly: three games in like four years. (0:26:43) Al: Yeah, 10 hours is apparently what I put into it to complete the game. (0:26:48) Kelly: Oh, that’s, that’s a, that’s like a solid cute little short game. (0:26:52) Al: Yeah, well, that’s the thing about them. They’re not super long, (0:26:55) Al: you know, you’re not looking at 50 hours, you’re looking at up to 10. (0:27:00) Al: With Turnip Boy commits to excavation, I 100% did it. I didn’t 100% (0:27:05) Al: rob the bank, but I did complete the story. I completed that run, completed that run. (0:27:12) Al: Which is enough. (0:27:13) Al: For a roguelite, for me, considering I only got a third of the way through a run in Hades. (0:27:27) Al: Defeated the first boss, then died in the next level and went “I’m not playing that boss again”. (0:27:36) Kelly: Where’s your dedication to pain? (0:27:40) Al: Nowhere. So yes, right. Okay, so this is a new Turnip Boy game. Don’t get excited. It is not an (0:27:46) Al: RPG. It is not like the previous Turnip Boy games. It is an endless runner for some reason. (0:27:55) Kelly: Very, you know, they found like their niche little like theme with the turnip boy, but like it’s very interesting that each game is different. (0:28:04) Al: Yeah, so what I’ve said in my notes here is, I’ll buy and play a new Turn It By game, right? (0:28:13) Al: Because I like Turn It By, but I’m a little bit disappointed that it’s a third game and (0:28:19) Al: it’s not like the first, because yeah, the second one was different, but it was the same (0:28:24) Al: as well. (0:28:25) Al: Like it was a roguelite, but it was still like a combat game in the same way that the (0:28:31) Al: other one was, right? (0:28:32) Al: The controls were the same, you controlled the player. (0:28:34) Al: The same, you still had a weapon in the same way, and there weren’t as many puzzles, right? (0:28:40) Al: The first one had more puzzles, but it was still there was the same combat and stuff like that. (0:28:46) Al: And this is very much not that. So I’m a little bit sad about that. (0:28:53) Al: I guess that’s fine, you know, they can do what they want. But yeah, I’m gonna buy it, I’m gonna (0:29:00) Al: to play it and I’m sure I’ll enjoy it but I want another turnip by turnip (0:29:04) Al: I was so good, it was funny (0:29:06) Kelly: I’ve literally only heard good things about it. Like, you know, it’s I feel like they (0:29:11) Kelly: really like turn a boy made himself into a thing. (0:29:14) Al: Turnaby commits tax evasion was a lovely RPG that you could 100% in 10 hours, and it was funny. (0:29:20) Al: It had a fun little story. It had some good combat that was actually challenging, (0:29:24) Al: especially near the end. And it was good fun. Turnaby robs a bank, had the challenging combat, (0:29:30) Al: and it had some of the funny story. And other than that, it missed the rest of it. (0:29:34) Al: And this presumably will have the same humor. But that’s it. And (0:29:38) Kelly: But that’s it. (0:29:39) Kelly: So they’re just slowly degrading. (0:29:44) Al: I feel bad saying that, because I suspect it’s not like they’re making this instead of another (0:29:50) Al: RPG, right? Like, I think they had a good idea for doing this. And they’ve done it as Turnaby. (0:29:57) Al: I’m just like, when I saw there’s a new Turnaby game, I went, “Oh, yes, great!” (0:30:01) Al: And I looked at it and went, “This is nothing like them at all.” (0:30:04) Kelly: Yeah. No, I was just being a little cynical, but I agree. (0:30:09) Kelly: I think that’s they’re just trying different avenues. (0:30:14) Kelly: It’s not like, oh, this is like a quick grab or something. (0:30:16) Al: Yeah, yeah, no, I get that. But yeah, I’m not saying it’s going to be a bad game. It’s (0:30:20) Al: just one of these things where it’s like, if you would hear, oh, you know, say you didn’t (0:30:25) Al: know about Silksong, right? And you heard Silksong’s coming out. It’s a new, a new Hollow Knight (0:30:33) Al: game. You’re like, oh, fantastic, exciting. And then it turns out it’s Solitaire. Right? (0:30:40) Kelly: Yeah, that would Yeah, yeah, that’s very true (0:30:41) Al: That’s essentially what we’ve had here. (0:30:44) Al: OK. (0:30:46) Al: Like I’m not saying it’s a bad game, I just saw new turnip game, excited. (0:30:50) Kelly: You want her to play, yeah (0:30:51) Al: It’s not that, that’s the problem. (0:30:54) Kelly: Yeah, yeah, no, that’s that’s the hard part (0:30:55) Al: And I guess this is the problem with spin-offs and stuff like that, right? (0:30:59) Al: Because this is what this is, it’s a spin-off, it’s not a sequel, it’s a spin-off. (0:31:02) Kelly: Mm-hmm. (0:31:03) Al: And I’m not saying they can’t do that, I’m just like, my expectations going in was different (0:31:09) Al: and I don’t know how they solve that problem, but that’s where we are. (0:31:14) Kelly: Well, maybe they’re working on that perfect Turnip Boy sequel in the back end. (0:31:20) Al: Well, they’re working on a different game just now as well, Hobknobbers, (0:31:26) Al: which I don’t think is out yet. (0:31:27) Al: Let me check. (0:31:27) Al: Yeah, it’s not. (0:31:28) Al: It’s still coming soon. (0:31:29) Al: So I suspect that the Hobknobbers is their upcoming big game and (0:31:37) Al: Turnip Boy steals them all as a let’s do a quick and easy, fun, endless (0:31:37) Kelly: - This is the, mm-hmm. (0:31:42) Al: runner that some people can buy and it will help our cash reserves. (0:31:49) Al: Well, speaking of their cash. (0:31:50) Al: It deserves, they’re also releasing a cubified turnip boy plushie. (0:31:53) Kelly: It’s so cute though and they have to reach their funded goal. (0:31:56) Al: I don’t need it. (0:32:00) Al: It’s $40! (0:32:01) Al: Oh my word, $40? (0:32:05) Al: This thing better be huge, how big is this? (0:32:07) Al: It’s 35 centimetres tall, so it is reasonably big, but that’s a lot of money. (0:32:14) Kelly: But it looks so soft. (0:32:16) Al: What is the shipping going to be to me? (0:32:20) Al: Probably too much. (0:32:20) Kelly: I don’t need this. What is the shipping? (0:32:26) Kelly: How much tariff would I have to pay to receive this? (0:32:30) Al: Oh 15 dollars shipping to me! (0:32:33) Kelly: Ugh. (0:32:34) Al: 55 dollars. (0:32:36) Kelly: Okay, that’s… that’s… (0:32:36) Al: And it is only 40 pounds, but I’m enjoying the dollar has sunk. (0:32:38) Kelly: But he’s so cute. (0:32:50) Kelly: Well, I’m so glad that someone’s benefited. (0:32:58) Kelly: Oh, I see, there is a tariff statement at the top. (0:33:06) Al: I don’t need it anyway so cube turnip cube or cube boy whatever you’d like to call him he exists (0:33:14) Kelly: He’s very cute. (0:33:15) Al: yeah uh (0:33:16) Kelly: He looks like he’s like that good soft material, too. (0:33:18) Al: yeah yeah (0:33:20) Kelly: Like squishmallows. (0:33:22) Al: but not (0:33:22) Kelly: I’m just going to keep talking until you feel bad, (0:33:24) Kelly: and then you add yourself to life. (0:33:29) Al: everdream valley have announced and released I think I think this is out now (0:33:34) Al: Ever Dream Valley. (0:33:36) Al: VR. A virtual reality version of Ever Dream Valley. (0:33:38) Kelly: Oh, oh, I don’t like that at all. I can’t look at that. (0:33:42) Kelly: I think I would puke if I ever did VR. (0:33:46) Al: I played, there was a game that I played which was like in VR, but you, but it was (0:33:54) Al: augmented reality rather than virtual reality. So you’re seeing the world around you as well (0:33:58) Al: and you like create these little islands where you put animals on them. I love that game. It’s such a (0:33:59) Kelly: OK. (0:34:05) Kelly: That seems cuter, and probably wouldn’t (0:34:07) Kelly: give me motion sickness, maybe. (0:34:10) Al: it was yeah it was a it definitely is much better um this I oh (0:34:16) Kelly: I literally can’t look at that cow clip. (0:34:18) Al: yeah I don’t I don’t know what to say about this game uh (0:34:25) Al: this kind of looks like a proof of concept this looks thrown together um (0:34:30) Kelly: It doesn’t look good. (0:34:32) Al: oh it’s not out yet it’s coming soon but you can pre-order it (0:34:34) Kelly: No yeah yeah but like that cow clip does not look good. (0:34:38) Al: No, no. (0:34:40) Al: No. (0:34:42) Kelly: Feels like I don’t, maybe I’m biased because I don’t like VR but like (0:34:47) Kelly: I thought we were kind of coming down from like the VR (0:34:51) Kelly: um spike I guess. (0:34:54) Al: do it. Yeah, I don’t know why they’ve done this. Like I have a VR headset and I love (0:34:59) Al: it for some things. I love Beat Saber. I love whatever the name of the game is. I kind (0:35:01) Kelly: Mm-hmm (0:35:07) Kelly: Beat Saber looks so sick. I think that would that’s like the the soul game that would sell me a (0:35:12) Al: It is the single thing that convinces anybody to buy VR. (0:35:17) Al: It is so good, I love it so much. (0:35:21) Al: But that, watching films in IMAX and whatever the name of the other game I play, the one (0:35:29) Al: with the Islands of Animals, those are the three things I’ve done more than once on my (0:35:33) Kelly: okay yeah no and it’s a separate game right like yeah you have to pay (0:35:35) Al: VR headset, right? (0:35:36) Al: Like there’s other things that you’ve tried once or whatever and gone “not for me”. (0:35:42) Al: It’s game, but the content. (0:35:47) Al: Yeah. (0:35:48) Al: It’s twenty dollars I think? (0:35:50) Kelly: you could pre-order it for 15 (0:35:58) Kelly: Yeah, no, I feel like a lot of the VR game just feel like novelty. (0:36:02) Al: Tune in next time to see if I’ve bought this game or not. (0:36:07) Al: All right. (0:36:08) Al: That’s the news. (0:36:09) Al: Let’s talk about Ratopia. (0:36:11) Kelly: Yay, I’m just so glad it came out. (0:36:12) Al: All right, I’m going to. (0:36:15) Kelly: Can I say that as someone who is waiting on so many different stupid games? (0:36:16) Al: Yeah. (0:36:20) Kelly: It is so nice to get a full release. (0:36:25) Al: OK, I want to try and describe this game and you can tell me what you think (0:36:30) Kelly: Okay. (0:36:30) Al: about my description. (0:36:32) Al: You are the the queen of a new rat city (0:36:39) Al: and you are building your city out. (0:36:43) Al: You it’s it’s almost it almost is like a it is a city builder, (0:36:49) Al: but it is a an RPG city builder. (0:36:52) Al: So you’re controlling a character. (0:36:55) Al: And you are building up the city. (0:36:58) Al: You’re you know, you’re saying this is where buildings go and you’re saying this (0:37:02) Al: different things go and this is these are the laws of the city and stuff like that. (0:37:08) Al: And you also accept in new members or new citizens. (0:37:14) Kelly: Mm-hmm. (0:37:15) Al: They are. They call them (0:37:18) Al: they call them migrants or refugees. (0:37:19) Kelly: I think it’s migrants. (0:37:19) Al: I can’t remember. It’s one of the two. (0:37:21) Kelly: It’s something with an M. I know that. (0:37:22) Al: I think it’s my yeah, it’ll be migrants then. (0:37:25) Al: And when you accept migrants in, you can then put them to work. (0:37:29) Al: Or you, so I guess the two, two. (0:37:32) Al: Your main ways of playing the game are you are controlling your individual character who goes around and can do things, and then you’re also directing your citizens to do things as well, so you don’t have to do them instead. (0:37:47) Al: And that can be basically anything, right? You can get them to man a specific building, to like lumber, or you can get them to dig. (0:37:55) Al: I think automatically they will like gather up everything that’s on the ground and put it in the chest. (0:38:02) Al: That’s it. It’s a city builder, but you are controlling an individual character as well as telling other characters what to do. (0:38:10) Al: Is that a fair description of the game? (0:38:12) Kelly: I think it is also it’s vertical builder uh like yeah yeah yeah (0:38:14) Al: What does that mean? What do you mean? Oh, like a 2D, yeah, okay, I see what you mean. It’s side scrolling up and downy. (0:38:22) Kelly: yes but like you’re building vertically which I think is like more terraria than like other (0:38:25) Al: Yes. I was going to, I was just going to say that Terraria is the, is the. (0:38:32) Al: Would be the example. (0:38:34) Kelly: I would say this is like a micromanagers final boss game (0:38:38) Al: Oh, my word, so micromanaging. (0:38:40) Kelly: It’s, it makes. (0:38:42) Kelly: It makes my heart sing. It’s incredible and so stressful. (0:38:45) Al: So let me tell you how I, let me tell you my thought process when starting this game. I’ve not put in, like, I’ve maybe put in less than an hour into this game, but the demo is really good at showing you the core concept of the game really quickly, and I don’t know if the main game does it in the same way, but. (0:39:02) Al: And you’re like, oh, you’re great. That’s fine. I’m going to go do some digging and blah, blah, blah, blah, blah. Oh, man, I can only carry three things at once and there’s only three of the same thing. (0:39:10) Al: Oh, that’s really frustrating. Oh, goodness. Right. This is going to take forever to do anything. It’s like you dig, dig, dig, and then you throw in the chest and then you dig, dig, dig, and you throw in the chest. Right. Fine. Whatever. This is really annoying. (0:39:22) Al: Oh, OK. Right. I’m adding in new people to my city. OK, fine. Oh, they’re all picking up the things I can do so I can just go now and dig and dig and dig and dig and they will take the thing. Great. That’s a much improvement. (0:39:32) Al: And then it’s like, oh, and then it goes, oh, you need to build this thing. And you’re like, how do I do this? And it’s like you go into this menu and this menu then expands and expands and expands. (0:39:43) Al: And it’s like this web, absolute mass, massive web of different parts of different menus. And you’re just like, I have no idea what’s happening here. (0:39:54) Al: And it’s just it is, if you enjoy not creating spreadsheets, but if you enjoy looking at. (0:40:02) Al: Somebody else’s spreadsheets and figuring out what they do, you will like this game. (0:40:08) Kelly: I think that is a fair– (0:40:12) Kelly: not metaphor, what is the word I’m looking for– (0:40:15) Kelly: summation of essentially all of the aspects of this game. (0:40:18) Al: Where I enjoy making spreadsheets, I do not enjoy figuring out what other people have done, and that’s what the menu felt like. I’m like, I want this thing, but I need to figure out what category they put it in, what category of what category, and what menu of what setting, and then where in this category is it, because it’s just like this mess of things. (0:40:42) Al: And I don’t like figuring out what people think in the best of times. (0:40:48) Al: And it just feels like somebody made this game, and this is how they decided was the most logical thing for their brain, and I cannot be bothered spending my time figuring out why they decided. (0:41:02) Kelly: I think that is a very fair way to see it because I think that’s exactly how it is. (0:41:10) Kelly: But also, I feel like once it starts clicking, it starts making more sense because for me, (0:41:16) Kelly: I really enjoy trying to figure out how people are thinking because I think that’s the only (0:41:20) Kelly: way I can understand vaguely people. (0:41:26) Kelly: So it’s like a puzzle. (0:41:27) Kelly: So I think the puzzle of trying to understand the thought process is kind of fun. (0:41:32) Kelly: Also frustrating, though. (0:41:35) Kelly: Like, there’s definitely been moments where I’m like, (0:41:38) Kelly: “This stupid rat has to pee! How do I fix this?” (0:41:42) Al: Yes, I (0:41:42) Kelly: You know, like, “What do you mean they can’t do this task?” (0:41:46) Al: Think that part of it is is is I I didn’t hate right because it’s like you’re just your standard city builder thing (0:41:50) Kelly: No, no, it’s not bad (0:41:52) Al: It’s like you need to balance you need to balance all these things and you need to figure out how they balance fine (0:41:57) Al: Sure, whatever my problem. I just felt like I was navigating menus for 90% of the time (0:41:57) Kelly: Yes, it’s just I think (0:42:03) Kelly: It’s a lot of menus (0:42:04) Kelly: I did see someone say that they didn’t like that the game paused when you opened the menu to like build something and in (0:42:11) Kelly: My head I was like, what the hell are you talking about? (0:42:13) Al: All right souls player, goodness me, just masochistic person. (0:42:15) Kelly: Yeah, I was like what kind of game do you think this is that’s crazy (0:42:21) Kelly: Then like I literally I watched that and I was like what the hell kind of person (0:42:27) Al: Oh, my word. Horrifying. (0:42:28) Kelly: That’s sick that’s sicko behavior (0:42:32) Kelly: It’s like please keep those thoughts to yourself and I think better never implement that in this game (0:42:38) Al: Yeah, that that that how to make this game more stressful. (0:42:42) Kelly: Yeah, literally, like you said, the souls-like version. (0:42:47) Kelly: That’s disgusting. (0:42:48) Kelly: Don’t ever tell people that. (0:42:50) Al: It was like the kid just said, “Is it time for a test in school?” (0:42:51) Kelly: Like, I need those, I need that pause (0:42:54) Kelly: to figure out what I’m doing. (0:42:58) Al: And you’re like, “No! (0:42:59) Al: What are you doing? (0:43:00) Al: What?” (0:43:00) Kelly: You didn’t collect our homework. (0:43:01) Al: Yeah. (0:43:02) Al: Oh. (0:43:06) Kelly: But yeah, no, that blew my mind. (0:43:07) Kelly: ‘Cause I was like, people think like this? (0:43:10) Kelly: Why would you want that? (0:43:12) Al: So yeah, I think I, I mean, we’re just, we’re apparently getting straight into (0:43:15) Al: my opinions, um, I, I can, I, this is not the game for me, but I 100% can see why (0:43:16) Kelly: I think that’s very fair, and I do overall, I think this game, there is so much going (0:43:21) Al: someone would like this 100%. (0:43:29) Kelly: on and like, I like Rimworld a lot, I don’t know half of the shit I’m supposed to be doing (0:43:36) Kelly: in Rimworld because there’s just so much in that game. (0:43:41) Kelly: I don’t even buy the DLCs for that game, I just like playing the game, I figure things (0:43:45) Kelly: Peace out as the game goes on. (0:43:46) Kelly: You know, I’ve been playing it for a few years, things will happen, bad things happen, sometimes you die. (0:43:48) Al: Yeah (0:43:51) Al: Do you know I think (0:43:53) Al: What I think interesting was I think that when I while I was playing this game (0:43:57) Al: I think I was thinking you know what I would have more fun doing probably what is terraria (0:44:03) Al: Right, like I feel like that’s what I’m looking for if I’m one if I would be wanting to play this game (0:44:08) Al: It’s it’s I I I want it simpler (0:44:13) Al: I’m not it’s not necessarily even the action adventure bit right like it’s it’s more I (0:44:14) Kelly: That’s, yeah. (0:44:18) Al: Was thinking like this but (0:44:22) Al: Minecraft and then I was like wait, but that’s terraria, right? (0:44:24) Kelly: Mmm (0:44:26) Kelly: That’s so funny because I’ve I’ve actually never played I missed the boat on Terraria (0:44:30) Kelly: And I’ve also never played Minecraft because I 100% missed the boat on that one. I feel like at a certain point (0:44:37) Kelly: Like I think I would still enjoy Minecraft, but at this point in my life. I’m just like I cannot pick up Minecraft (0:44:43) Al: That’s totally fair. Minecraft was my, like I got in literally the last day of alpha (0:44:50) Kelly: Oh, wow. (0:44:51) Al: in Minecraft. So that was back on in 2010, I want to say. And that was like, I was, (0:44:56) Kelly: Mm-hmm. And I know people are still playing it. I know, you know, it’s still a relevant game. (0:45:00) Al: oh yeah, yeah. Oh, absolutely. But I was like part of the way through uni at that point, (0:45:07) Al: university. So like I, I was very much in a world where I. (0:45:12) Al: Could sit up till three in the morning, obsessing over stuff. And I loved the building aspect of (0:45:18) Al: that. So I, I, if I, obviously I do not have any numbers for how much time I spent on Minecraft, (0:45:25) Al: because it wasn’t through Steam and nothing exists for that. But if I did have numbers, (0:45:30) Al: I would probably be incredibly scared to share that number with anyone, right? Like. (0:45:34) Kelly: That’s how I feel about my Sims numbers, you know? I’m so glad I don’t have those. (0:45:39) Al: Yeah. Yeah, same, same sort of thing. (0:45:42) Al: Absolutely. (0:45:45) Kelly: But no, I think what I like about this game is that there’s so much going on. Like in (0:45:50) Kelly: a sense it’s like, I enjoy bein

KNGI Network Podcast Master Feed
The Bonus Stages Episode 14 – I’ll [VG] House You

KNGI Network Podcast Master Feed

Play Episode Listen Later May 9, 2025 102:27


Hey yo hey yo, better late then never right? Unfortunately because I lost the live recording last month's episode I had to re-record the set (I guess, fortunately for you that means the set is nice and tidy), Episode 14 of The Bonus Stages is presented with minimal talk, and maximal beats. nekonoyounamono + Wasei “JJ” Chikada - 電子の海   [Bandcamp] Noteblock - Studiopolis Zone (from "Sonic Mania") (Funk House Version)   [Bandcamp] Doni - Go Straight (RobKTA's Go Skate Remix)   [Gamechops] Fake Blood vs Stardust - Mars Sounds Better With Me (The Young Punx Mashup)   [Fake Blood, The Young Punx, Stardust] RoboRob - Chemical Plant Zone   [Bandcamp] Dirty Androids - Into the Wild   [DA Recordings] boshii - Bob-Omb Battlefield [Dance] (from "Super Mario 64") ft. Lucas Guimaraes   [Bandcamp] Chameo - Wow   [Beatport] Wontolla - Mantis Lords (from "Hollow Knight") (Electro House Version)   [Bandcamp] Wolfgang Gartner - Wolfgang's 5th Symphony   [Beatport] BT - Somnambulist [SNR Super Smash - Extended Mix]   [SNR, BT] RoBKTA - Cerulean Dancefloor VIP (from "Pokémon Red & Blue") (Disco House Version)   [Bandcamp] Ben Briggs - Beetle Brawl (Mega Man X Series)   [Bandcamp] Elevic - Underworld   [Beatport] BlueDrak3 - Warframe "The Last Sequence"   [OC ReMix] capsule - Never Let Me Go (Extended-Mix)   [AmazonMP3] Thomas Feijk - Hi   [Beatport] Prime Ordnance - ElectriCity (from "SimCity 4: Rush Hour") (Electro House Version)   [Bandcamp] bLiNd - Wild Arms "Fireflight"   [OC ReMix] Flexstyle - Divekick "It's Okay, I Still Made Money"   [OC ReMix] Electric Soulside, Muzyc - Luvin' You   [Beatport] VGR - Super Smash Bros. Ultimate Main Theme   [Bandcamp] Jewbei - Wild Arms "Desirous Sacrifice"   [OC ReMix]   Stay Funky -DJ LvL Note 1: "Mars Sounds Better With Me" and the SNR Super Smash of "Somnambulist" are old bootlegs I cant find any links to, link provided to Fake Blood, The Young Blood, Stardust, SNR and BT. Note 2: Bandcamp links always provided when able. Beatport tracks can usually also be found on AmazonMP3 at a lower price and the advantage of unlimited cloud backup, but at a fixed fidelity.

PragmaticLive
Leveraging AI to Improve Market Research with Avi Yashchin

PragmaticLive

Play Episode Listen Later May 9, 2025 41:35


What if you could predict consumer behavior—without running a single survey or focus group?  In this episode, host Rebecca Kalogeris sits down with Avi Yashchin, founder and CEO of Subconscious AI, to explore how synthetic respondents and causal AI are transforming the world of market research.   Avi shares how his background in high-frequency trading, behavioral economics, and product management at IBM Watson and Two Sigma led him to reimagine how businesses gain customer insights.  Subconscious AI's platform delivers what Avi calls “SimCity for Market Research”—a behavioral simulation that replaces traditional research with faster, more ethical, and scientifically grounded modeling. From shrinking the say-do gap to exploring causation (not just correlation), Avi outlines a powerful vision for the next era of insight.  For detailed takeaways, show notes, and more, visit: www.pragmaticinstitute.com/resources/podcasts  Pragmatic Institute is the global leader in Product, Data, and Design training and certification programs for working professionals. Learn more at www.pragmaticinstitute.com. 

Nördliv - En podcast om spel och nörderi
RETRO GOTY 1999 - "Overkliga läxor" | Nördliv Avsnitt 504

Nördliv - En podcast om spel och nörderi

Play Episode Listen Later May 4, 2025 101:29


Fredrik och Fredrik ger forna år en match, när de ska samsas om dåtidens bästa spel. Detta ÄR "Retro GOTY!".Upplägget är följande: Vi lyfter först våra personliga topp tio spel för året i fråga - denna gång spelåret 1999! Efter det blir det (om finnes) knasig trivia och fakta - eller allmänna minnen från året i fråga. Därefter gör vi den titulära RETRO GOTY:n. Vilka är spelen som hamnar i vår gemensamma "Game of the Year" á 1999? Lyssna och lär kära lyssnare!Exempel på spel som tas upp:Sega Rally 2,Homeworld,Quake III Arena,Aliens Versus Predator,Legacy of Kain: Soul Reaver,Silent Hill,Grand Theft Auto 2,System Shock 2,Driver,Age of Empires II: The Age of Kings,SimCity 3000,Sid Meier's Alpha Centauri,Heroes of Might and Magic III,Unreal Tournament,Dungeon Keeper 2,Silver,Dessa och många många fler (obs! Vi spoilar inte de som ligger i våra personliga topplistor ovan!

Jumping The Shuttle
6: "Basketball Blues"

Jumping The Shuttle

Play Episode Listen Later May 2, 2025 71:57


Who's the Temu Michael Jordan? Will Eddie Winslow ever play basketball again?!? And what did we cut out of the episode? We bounce back and forth the answers to these questions and more as we watch Season 1, Episode 6 of Family Matters. Alex Diamond, David Kenny, and John McDaniel heard that the long-running network sitcom Family Matters ends with side character Steve Urkel going to space. And the best way to figure out how that happened - obviously - is to watch the last episode first and make our way backwards through nearly ten years of television.Join our countdown to number one (and our slow descent into madness) in all the places you expect internet people to be:Website: jumpingtheshuttle.spaceEmail: jumpingtheshuttle@gmail.comInstagram: @JumpingTheShuttle / @ThatAlexD / @dak577Twitter: @JumpingShuttle / @ThatAlexD / @dak577TikTok: @JumpingTheShuttle / @ThatAlexD / @dak577Brought to you by Smooth My Balls

Brooke and Jubal
Say Yes to the Ex Fan Favorite: Sim City Blues

Brooke and Jubal

Play Episode Listen Later Apr 27, 2025 16:38 Transcription Available


We're adding a little extra content to help you get over the Sunday Scaries! One of our listeners is having communication issues with her relationship, but it’s not as simple as you’d think. We’ll help her get her man to say EXACTLY what she needs to hear coming up in a “SAY YES TO THE EX." See omnystudio.com/listener for privacy information.

I'M SO POPULAR
SIMULATION MALADY with maggie [preview]

I'M SO POPULAR

Play Episode Listen Later Apr 24, 2025 60:13


(Full episode available only to subscribers on Patreon) Espousing the strange and libidinal undercurrents in the kingdom of THAILAND with a discussion on Hirasawa Susumu's album SIM CITY (1995年) + Apichatpong Weerasethakul film TROPICAL MALADY สัตว์ประหลาด (2004年) + Nicolas Winding Refn's ONLY GOD FORGIVES (2013年). ISP S5.E22 patreon.com/imsopopular

Dev Game Club
DGC Ep 427: Interstate '76 Interview with Sean Vesce and Zack Norman

Dev Game Club

Play Episode Listen Later Apr 23, 2025 74:45


Welcome to Dev Game Club, where this week we return with a bonus interview for our series on Interstate '76. We talk about shipping the game's predecessor, pulling together, and making something new. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:15 Interview 1:05:22 Break 1:06:00 Outro Issues covered: introducing the guests, having fun making games, great manuals, marrying video games and Hollywood, having more video game applicable experience than you realize, having to right the ship well into development, preordering a game you ended up working on, living in the office, getting enough memory to run the games, opening up space for something new, superheroics and glue, "high polygon counts," muscle cars with guns, being ahead of the curve, sims being in the blood, engine development, come back with your tenth idea, a 28-year scoop on engine work, "I can do that," optimizing and making things up as you go along, making a game like a movie or TV show, a soundtrack that helped drive the game, a team of 12 or 13 people, the few basic bits in a vehicle sim, the players don't know what you've cut, not being arena-based, vigilantes and comic-book heroes, the tools for making the world and a scripted objective system, building from scratch, mission structure, finite state machines and AI, having an identity and character, having a bubble, sticking to your passion, working on a new car game, hearing the chemistry, TTRPGs and alternate histories, our audience maybe not being born yet when this game came out, #minecraft-realm-life.  Games, people, and influences mentioned or discussed: Activision, Mechwarrior 2, 20After1, Cinemaware, Crystal Dynamics, Project Snowblind, Tomb Raider (series), E-Line Games, Never Alone, Colabee, Very Very Spaceship, Niantic, Live Aware, Jamdat, DoggyLawn, Atari 2600, David Crane, Stephen Cartwright, Commodore '64, Pitfall: The Mayan Adventure, Adventure, River Raid, Bobby Kotick, Mediagenic, Intellivision, Pong, SimCity, Alan Gershenfeld, Howard Marks, DOOM (1993), FASA Interactive, Battletech, Egghead Software, E3/CES, Tim Morten, LucasArts, Totally Games, Larry Holland, TIE Fighter/X-Wing, Star Wars: Starfighter, id Software, Epic, Julio Jerez, Airport '77, The A-Team, Third Eye Blind, Kelly Walker Rogers, Tim Schafer, Carmageddon, Twisted Metal, Watchmen, Jordan Weisman, Microsoft, Wing Commander, Falcon, Fallout, Tim Cain, Leonard Boyarsky, X-COM, Julian Gollop, Alex Garden, Homeworld, Dan Stansfield, Castle Falkenstein, Secret Weapons of the Luftwaffe, Minecraft, mors, LostLake, Kaeon, bvron, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: Back to Fez Notes: Julio Jerez appears to be from Dominican Republic Twitch Discord DevGameClub@gmail.com

כל תכני עושים היסטוריה
הסימולטור שבנה את העולם [עושים טכנולוגיה]

כל תכני עושים היסטוריה

Play Episode Listen Later Apr 21, 2025 43:39


סימולטורים הם ז'אנר מוכר, ידוע ואהוב בעולם משחקי המחשב וכמה מהם נחשבים לאבני דרך של ממש בהיסטוריה של הגיימינג. אני מדבר על Microsoft Flight Simulator, אני מדבר על The Sims ואני מדבר על SimCity.SimCity הושק ב-1989 והוא היה משחק משונה - משחק שאי אפשר היה לנצח או להפסיד בו - ועדיין הוא כבש את העולם בסערה. הוא נמכר במיליוני עותקים ונחשב למשחק חינוכי, משחק שההורים קנו אותו לילדים שלהם. הוא הוכנס לתוכניות הלימודים ברחבי ארה"ב וזמן קצר אחרי שנחת על המדפים פורסם עליו מאמר אקדמי שעסק בקשר בין המשחק לתכנון עירוני אמיתי.אבל הסיפור על SimCity הוא לא רק סיפור על משחק מחשב. הוא מקפל בתוכו לקח שעוסק בקשר בין מציאות להדמיה. הוא עוסק בשאלה מה קורה כאשר היוצר של הסימולטור מתייחס אליו בסוג של שעשוע בזמן שמי שמשחק בו מתייחס אליו ברצינות גמורה. הוא גם עוסק בשאלה מה קורה כאשר הנחות המוצא הסמויות שהוטמעו במשחק משפיעות על דור שלם של מקבלי החלטות וגם של מתכנני ערים, ערים שבתוכם מתגוררים מיליונים רבים של אנשים?זהו סיפורו של SimCity, אחד הסימולטורים המשפיעים בהיסטוריה.  קישורים:הנביא של התוצאות הבלתי צפויותhttps://www.strategy-business.com/article/05308סימולטור לכל דברhttps://obscuritory.com/sim/when-simcity-got-seriousריאיון עם המעצב הראשי של SimCityhttps://www.theatlantic.com/technology/archive/2013/05/the-philosophy-of-simcity-an-interview-with-the-games-lead-designer/275724

עושים טכנולוגיה
הסימולטור שבנה את העולם [עושים טכנולוגיה]

עושים טכנולוגיה

Play Episode Listen Later Apr 21, 2025 43:39


סימולטורים הם ז'אנר מוכר, ידוע ואהוב בעולם משחקי המחשב וכמה מהם נחשבים לאבני דרך של ממש בהיסטוריה של הגיימינג. אני מדבר על Microsoft Flight Simulator, אני מדבר על The Sims ואני מדבר על SimCity.SimCity הושק ב-1989 והוא היה משחק משונה - משחק שאי אפשר היה לנצח או להפסיד בו - ועדיין הוא כבש את העולם בסערה. הוא נמכר במיליוני עותקים ונחשב למשחק חינוכי, משחק שההורים קנו אותו לילדים שלהם. הוא הוכנס לתוכניות הלימודים ברחבי ארה"ב וזמן קצר אחרי שנחת על המדפים פורסם עליו מאמר אקדמי שעסק בקשר בין המשחק לתכנון עירוני אמיתי.אבל הסיפור על SimCity הוא לא רק סיפור על משחק מחשב. הוא מקפל בתוכו לקח שעוסק בקשר בין מציאות להדמיה. הוא עוסק בשאלה מה קורה כאשר היוצר של הסימולטור מתייחס אליו בסוג של שעשוע בזמן שמי שמשחק בו מתייחס אליו ברצינות גמורה. הוא גם עוסק בשאלה מה קורה כאשר הנחות המוצא הסמויות שהוטמעו במשחק משפיעות על דור שלם של מקבלי החלטות וגם של מתכנני ערים, ערים שבתוכם מתגוררים מיליונים רבים של אנשים?זהו סיפורו של SimCity, אחד הסימולטורים המשפיעים בהיסטוריה.  קישורים:הנביא של התוצאות הבלתי צפויותhttps://www.strategy-business.com/article/05308סימולטור לכל דברhttps://obscuritory.com/sim/when-simcity-got-seriousריאיון עם המעצב הראשי של SimCityhttps://www.theatlantic.com/technology/archive/2013/05/the-philosophy-of-simcity-an-interview-with-the-games-lead-designer/275724

GameStar Podcast
Ich habe 600 Stunden in Cities: Skylines 2 versenkt - Macht das Spaß?

GameStar Podcast

Play Episode Listen Later Apr 7, 2025 99:04


Seit Release hat Micha knapp 600 Stunden in Cities: Skylines 2 verbracht - allen Bugs und Problemen zum Trotz. Was ihm daran Spaß macht - und warum das Spiel jetzt deutlich besser ist.

Knoxville Game Design
Simulations – Knox Game Design, March 2025

Knoxville Game Design

Play Episode Listen Later Mar 30, 2025 23:05


What is a simulation? Are simulations games? A look at simulations such as SimCity, Micropolis, and Conway’s Game of Life. Links and Notes Demo source code – https://github.com/levidsmith/KnoxGameDesign/blob/master/simulations/conway/conway.c Micropolis source code – https://github.com/SimHacker/micropolis MicropolisJS – https://www.graememcc.co.uk/micropolisJS/ LifeWiki (Conway’s Game of Life) – https://conwaylife.com/wiki/Main_Page djgpp – https://www.delorie.com/djgpp/ Podcast theme music – Ride by Pocketmaster

The FarrCast : Wealth Strategies
It's Not SIM City

The FarrCast : Wealth Strategies

Play Episode Listen Later Mar 28, 2025 40:30


This week Michael Farr brings you two segments of the FarrCast with a dive into the latest from the Trump Administration with Dan Mahaffee and latest in the investing world with Jim Lebenthal.Whether the changes are to be eternally endured or eternally enjoyed -- we are here to help you sort out the signal from the noise. It's The FarrCast -- Wall Street, Washington, and The World.

CRN Sports Network
Northwest Racing Series Trucks SIM CITY 2️⃣0️⃣0️⃣ from virtual Las Vegas Motor Speedway!! #WeAreCRN #CRNeSports

CRN Sports Network

Play Episode Listen Later Mar 25, 2025 123:05


Video Game Newsroom Time Machine

30 years ago: Computer industry booms as consoles slump, Nintendo announces Ultra64 & The internet gets scary These stories and many more on this episode of the VGNRTM! This episode we will look back at the biggest stories in and around the video game industry in August 1994.  As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Alex Smith of They Create Worlds is our cohost.  Check out his podcast here: https://www.theycreateworlds.com/ and order his book here: https://www.theycreateworlds.com/book Get us on your mobile device: Android:  https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS:      https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM Send comments on Mastodon @videogamenewsroomtimemachine@oldbytes.space Or twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links: If you don't see all the links, find them here: https://www.patreon.com/posts/123352781/edit 7 Minutes in Heaven: Cliffhanger (Amiga) Video Version: https://youtu.be/KZ7J9qEpqxI     https://www.mobygames.com/game/29830/cliffhanger/ Corrections: July 1994 Ep - https://www.patreon.com/posts/july-1994-part-1-116538490         https://www.patreon.com/posts/july-1994-part-2-116538674 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/     Defunctland Jim Henson Series - https://youtu.be/BVoGf1JTVeI?si=PBwUInz2t7hBe-Eq     https://en.wikipedia.org/wiki/Information_superhighway     https://en.namu.wiki/w/RX-78%20Gundam     https://fallout.fandom.com/wiki/SPECIAL     https://www.theycreateworlds.com/episodes/TCW164         https://en.wikipedia.org/wiki/Monte_Cook     Wrestling with Games - XBAND - https://youtu.be/k_5M-z_RUKA?si=tuuDxPGj6GnTPc-B     https://en.wikipedia.org/wiki/Steam_(service)               1994: Canada to get their own ratings     New VCR proves 6 heads are better than 1, The Toronto Star, August 11, 1994,Thursday, FINAL EDITION, Section: FAST FORWARD; Pg. F2, byline: BY ROBERT WRIGHT TORONTO STARON THE EDGE California presses forward with video game violence bill     https://www.retromags.com/files/file/3018-egm2-issue-02-august-1994/   pg. 29       https://www.latimes.com/archives/la-xpm-1994-04-13-mn-45306-story.html IDSA board selected     Mattel takes a second look at games     Mattel Hires Sega Executive, The Associated Press, August 2, 1994, Tuesday, BC cycle Square goes public     CORPORATE PROFILE: SQUARE, Jiji Press Ticker Service, AUGUST 5, 1994, FRIDAY Japanese companies playing with fire     "As derivatives proliferate, so do worries Companies try to control risks from transactions intended to rein in costs but which can backfire, The Nikkei Weekly (Japan), August 15, 1994, Section: FINANCE; Pg. 13, Byline: BY ASAKO ISHIBASHI Staff writer" Acclaim buys Valiant     ACCLAIM ACQUIRES VOYAGER COMMUNICATIONS FOR $65 MILLION Marks Company's Diversification into Comic Book Publishing, Business Wire, August 2, 1994, Tuesday     https://en.wikipedia.org/wiki/Comic_book_collecting#Bust_of_the_speculator_market UK video rental market embraces games... illegally     Games Spark Sagging U.K. Vid Biz; But Many Don't Have Licenses To Rent Them, Billboard, August 13, 1994, Section: HOME VIDEO; Pg. 76, Byline: BY PETER DEAN     Sonic out to zap the 'swapping' boom, The Scotsman, August 23, 1994, Tuesday, Byline: By Chris Mullinger UK teens tune out to games      MEDIA GUARDIAN: LUST FOR NASTIES AND HARD NEWS, The Guardian (London), August 8, 1994, Section: THE GUARDIAN FEATURES PAGE; Pg. T17      Sega announces US theme park     Universal Teams With Sega on Theme Park, Disneyland Annex Scaled Back, The Associated Press,  August 12, 1994, Friday, AM cycle, Section: Business News, Byline: By E. SCOTT RECKARD, AP Business Writer     Report: Sega Plan to Open 50 High-Tech Theme Parks in U.S., The Associated Press, August 16, 1994, Tuesday, BC cycle, Section: Business News Sega buys Data East Pinball     Sega acquires Data East Pinball, Business Wire, August 26, 1994, Friday Doom coming to arcades     DOOM IS ALL AROUND US, Business Week, August 1, 1994, Business and Industry, Section: Pg. 72;        https://doom.fandom.com/wiki/Trivia         https://www.doomworld.com/forum/topic/112509-share-your-epic-doom-related-stories/ Atari Games President passes     Play Meter, August 1994, pg. 32 Hasbro readies to enter VR market     No Headline In Original, ADWEEK, August 15, 1994, Eastern Edition, Byline: By Jennifer Comiteau and Penny Warneford, with Cathy Taylor        https://www.unseen64.net/2018/10/04/hasbro-toaster-virtual-reality-console/ Begone Project Reality, all hail Ultra 64     https://www.retromags.com/files/file/3018-egm2-issue-02-august-1994/  pg. 28      Sega teams up with Hitachi in Japan     HITACHI SALES TO HELP SEGA MARKET VIDEO GAMES, Jiji Press Ticker Service, AUGUST 3, 1994, WEDNESDAY             Sega, Hitachi Sales link up to sell video game machine, Japan Economic Newswire, AUGUST 3, 1994, WEDNESDAY Sega buys Cross Products     The leading video game development tool, Business Wire, August 15, 1994, Monday         https://segaretro.org/Cross_Products         https://web.archive.org/web/19961227100911/http://www.crossprod.co.uk/      Jaguar CD to launch by Xmas     https://www.retromags.com/files/file/3018-egm2-issue-02-august-1994/  pg. 29     ATARI CORP. ANNOUNCES SECOND QUARTER 1994 RESULTS, PR Newswire, August 1, 1994, Monday - 19:55 Eastern Time, Section: Financial News Sanyo gives console market a TRY     SANYO TO RELEASE INTERACTIVE GAME MACHINE TRY, Jiji Press Ticker Service, AUGUST 31, 1994, WEDNESDAY 3DO announces losses     Video Game System Company Posts $ 16.1 Million First-Quarter Loss, The Associated Press, August 11, 1994, Thursday, AM cycle, Section: Business News     COMPANY NEWS; SHARES OF 3DO SOAR ON FORECAST FOR NEW SYSTEM, The New York Times, August 24, 1994, Wednesday, Late Edition - Final, Distribution: Financial Desk, Section: Section D; ; Section D; Page 3; Column 1; Financial Desk ; Column 1;                3DO UNVEILS PLANS TO BOOST POWER OF GAME PLAYERS, WALL STREET JOURNAL, August 25, 1994, Thursday, Section: Section B; Page 8, Column 4, Byline: BY JIM CARLTON              ANOTHER KEY EXEC DEPARTS O&M'S, INTERACTIVE GROUP; 3DO POWERS UP TO MEET COMPETITION; INTERACTING:; OTHER NEWS: Advertising Age, August 29, 1994, Section: Pg. 14 Mortal Friday gets $10 million budget     ACCLAIM'S 'MORTAL KOMBAT II' PREPARED TO STRIKE ON 'MORTAL FRIDAY,' SEPTEMBER 9; Company Spending Over $10 Million on Global Launch, Business Wire, August 4, 1994, Thursday     https://archive.org/details/Computer_Gaming_World_Issue_121/page/n29/mode/2up Acclaim buys into FMV    Playthings, August 1994, pg. 19           https://archive.org/details/GamePro_Issue_061_August_1994/page/n157/mode/1up?view=theater Macromedia and Microware want to bring PCs and ITV together     Agreement to Make Computer Programs Available for Interactive TV Use, The Associated Press, August 1, 1994, Monday, AM cycle, Section: Business News, Byline: By STEVEN P. ROSENFELD, AP Business Writer       https://en.wikipedia.org/wiki/Macromedia        https://en.wikipedia.org/wiki/Microware      Computer industry profits boom     Not drowning, waving at profits, The Age (Melbourne, Australia), August 2, 1994 Tuesday, Late Edition, Section: COMPUTERS; Mass Storage; Pg. 34 SPA reports huge boom in sales     "NORTH AMERICAN PC SOFTWARE SALES REACH $1.48 BILLION, IN FIRST QUARTER 1994; HOME EDUCATION SALES LEAD GROWTH -- UP 128%, PR Newswire, August 8, 1994, Monday - 14:29 Eastern Time, Section: Financial News" CDRom bundles discouraging sales         Dataquest Consumer Survey Shows Where CD-ROM Title Developers Can Be Successful, Business Wire, August 8, 1994, Monday     Sirius Publishing to release long-awaited 5-ft. 10-Pak Volume II, Business Wire, August 8, 1994, Monday     https://archive.org/details/PC-Player-German-Magazine-1994-08/page/n15/mode/2up     https://archive.org/details/Electronic-Games-1994-08/page/14/mode/2up Flash memory prices tumbling     Not drowning, waving at profits, The Age (Melbourne, Australia), August 2, 1994 Tuesday, Late Edition, Section: COMPUTERS; Mass Storage; Pg. 34        https://en.wikipedia.org/wiki/Flash_memory Cyrix to take on AMD     Infoworld August 8, 1994, pg. 5 Employers begin to crackdown on games     Games they play, The Times, August 1, 1994, Monday, Section: Business, Byline: Jon Ashworth Microsoft targets "loosely supervised Executives"     SUNDAY, August 7, 1994; Playing Games at Work, The New York Times, August 7, 1994, Sunday, Late Edition - Final, Distribution: Magazine Desk, Section: Section 6; ; Section 6; Page 12; Column 1; Magazine Desk ; Column 1; MacPlay expands lineup     Playthings, August 1994, pg. 44 Ad game business booming in Germany     https://archive.org/details/PC-Player-German-Magazine-1994-08/page/n29/mode/2up Media Vision collapse profiled     https://archive.org/details/Electronic-Games-1994-08/page/10/mode/2up     https://archive.org/details/Electronic-Games-1994-08/page/12/mode/2up Victormaxx announces Cybermaxx     Virtual Reality Headset For PCs A Reality, Newsbytes News Network, August 5, 1994       http://videogamekraken.com/cybermaxx-by-victormaxx Mice go 3D     Echoes of Silicon Valley, Agence France Presse -- English, August 04, 1994 08:13 Eastern Time, Section: Domestic, non-Washington, general news item, Dateline: PALO ALTO, California, Aug 4         https://www.ebay.com/itm/304724946528 Microprose to bring Magic to PC         IT'S IN THE CARDS' FOR MICROPROSE(R) AND WIZARDS OF THE COAST(R);PR Newswire, August 10, 1994, Wednesday - 17:23 Eastern Time, Section: State and Regional News     https://www.mobygames.com/game/530/magic-the-gathering/        https://www.mobygames.com/game/6274/magic-the-gathering-battlemage/ Star Trek licenses are a mess     https://archive.org/details/Electronic-Games-1994-08/page/14/mode/2up TEN to bring SimCity online     Total Entertainment Network will feature online debut of popular SimCity, game, Business Wire, August 10, 1994, Wednesday      The web becomes a scary place     E-mail evil, The Jerusalem Post, August 4, 1994, Thursday, Section: OPINION; Pg. 6,  Byline: SANDY ROVNER Siliwood goes Online     DISNEY, AMERITECH, BELLSOUTH AND SOUTHWESTERN BELL PLAN ALLIANCE TO DEVELOP AND OFFER VIDEO SERVICES, PR Newswire, August 8, 1994, Monday - 13:31 Eastern Time, Section: Financial News Fujitsu brings habitat back to USA     Fujitsu to start 'cyberspace' game business in U.S., Japan Economic Newswire, AUGUST 10, 1994, WEDNESDAY Computer Porn outpacing UK lawmakers     https://archive.org/details/Atari_ST_User_Issue_103_1994-08_Europress_GB/page/n39/mode/2up Labor promises telecommunications reform     Party line for fun and games, The Times, August 5, 1994, Friday, Byline: Emma Woollacott        https://en.wikipedia.org/wiki/Mercury_Communications Interactive TV license purchasers default     SOME TOP BIDDERS AT AIRWAVE AUCTION FAILING TO PAY UP, Pittsburgh Post-Gazette (Pennsylvania), AUGUST 12, 1994, FRIDAY, SOONER EDITION, Section: BUSINESS, Byline: BLOOMBERG BUSINESS NEWS Acorn enters set top box market     https://archive.org/details/AcornUser145-Aug94/page/n7/mode/2up      Ziff Davis buys Compute     ZIFF-DAVIS ACQUIRES ASSETS OF COMPUTE MAGAZINE; COMPUTER LIFE AND FamilyPC'S ADVERTISERS TO GET UNEXPECTED BONUS CIRCULATION, PR Newswire, August 8, 1994, Monday - 19:06 Eastern Time Teenage reviewers on the rise     Teenage games writers get to call the shots, The Age (Melbourne, Australia), August 2, 1994 Tuesday, Late Edition, Section: COMPUTERS; Pg. 40, Byline: Amy Harmon Computer game book rights up for grabs     Book Notes, The New York Times, August 3, 1994, Wednesday, Late Edition - Final, Distribution: Cultural Desk, Section: Section C; ; Section C; Page 20; Column 5; Cultural Desk ; Column 5;,Byline: By Sarah Lyall         https://en.wikipedia.org/wiki/List_of_novels_based_on_video_games Disney gets MYST rights     Out of the 'Myst': Disney plays game for book, film; Hit CD-ROM software is going Hollywood, The Hollywood Reporter, August 11, 1994, Thursday, Byline: Scott Hettrick Stormfront to simulate strike season     PENDING BASEBALL STRIKE PROMPTS VIDEO GAME DEVELOPER TO PINCH HIT FOR REAL THING, PR Newswire, August 12, 1994, Friday - 09:02 Eastern Time, Section: Financial New          Real Unreal Baseball, The Associated Press, August 17, 1994, Wednesday, PM cycle, Section: Sports News, Byline: By JIM LITKE, AP Sports Writer     Indians overtake White Sox in AL Central; Braves, Expos torrid in Nintendo, Baseball League, Business Wire, August 21, 1994, Sunday Leonard Herman releases Phoenix     https://www.latimes.com/archives/la-xpm-1994-04-13-mn-45306-story.html  pg. 32      Nintendo ordered to pay $208 million     Nintendo U.S. unit told to pay 208 mil. dlrs in damages, Japan Economic Newswire, AUGUST 2, 1994, TUESDAY      https://archive.org/details/Electronic-Games-1994-08/page/14/mode/2up     No Headline in Original, Ad Day, August 8, 1994, Section: Corridor Talk Pg. 38, byline: Kevin Kerr Recommended Links: The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Gaming Alexandria: https://www.gamingalexandria.com/wp/ They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ Retro Asylum: http://retroasylum.com/category/all-posts/ Retro Game Squad: http://retrogamesquad.libsyn.com/ Playthrough Podcast: https://playthroughpod.com/ Retromags.com: https://www.retromags.com/ Games That Weren't - https://www.gamesthatwerent.com/ Sound Effects by Ethan Johnson of History of How We Play. Copyright Karl Kuras    

Retronauts
673: Episode 673 Preview: SimCity 2000

Retronauts

Play Episode Listen Later Feb 28, 2025 10:39


You're listening to a free preview of Retronauts Episode 673: SimCity 2000. To hear the rest, and get two exclusive extra episodes every month, access to our previous Patreon-exclusive episodes, and early access to ad-free podcasts, please visit the official Retronauts Patreon at patreon.com/retronauts.

Viracasacas Podcast
RT Comentado 37 - O sonho virou um pesadelo

Viracasacas Podcast

Play Episode Listen Later Feb 28, 2025 32:26


Imagine um paraíso tropical onde bilionários do Vale do Silício podem brincar de SimCity na vida real, sem Estado, sem impostos e com suas próprias regras. O que era vendido como um “experimento de liberdade” virou um barril de pólvora com o governo hondurenho, moradores locais revoltados e um processo bilionário. No episódio de hoje, mergulhamos nesse sonho molhado do anarcocapitalismo que tá mais pra pesadelo distópico.Fonte: bloomberg.com/news/features/2025-02-13/a-honduras-dream-city-now-faces-11-billion-political-dispute Loja do Vira: umapenca.com/viracasacasApoie o Vira: apoia.se/viracasacas

Off Topic
#255 日常にもあるシュミレーション、AI進化でどう変わる?

Off Topic

Play Episode Listen Later Feb 19, 2025 65:46


【リスナー調査】フォームはこちら:https://forms.gle/vSw16cg8aAZhkqd37期限:2月28日(金)23:59まで対象:全リスナー<目次>(0:00) 身近にもあるシュミレーション(2:40) SimCityシリーズの開発秘話(11:04) ウーブン・シティの雑談的感想(14:21) 日系企業からもオファーがあった自社カスタマイズSimCity(19:38) AIとシュミレーションの相性の良さ(23:48) 宮武さん母校の起業家講座の学び(36:01) AIエコノミストやAIのVCアソシエイト(40:01) ウォーゲームとあり得ないシナリオ(45:20) Lux Capitalのリスクゲーミング(58:41) NVIDIAジェンセンのシュミレーション論(01:02:04) 恋愛シュミレーションのプロは現実でもプロか<参照リンク>https://offtopicjp.notion.site/255-180c8b57e1148082b56af5fc85577831?pvs=4<About Off Topic>Podcast:Apple - https://apple.co/2UZCQwzSpotify - https://spoti.fi/2JakzKmOff Topic Clubhttps://note.com/offtopic/membershipX - https://twitter.com/OffTopicJP草野ミキ:https://twitter.com/mikikusanohttps://www.instagram.com/mikikusano宮武テツロー: https://twitter.com/tmiyatake1

Dois Analógicos
Nine Souls não tem o modo hard, é tudo hard mesmo

Dois Analógicos

Play Episode Listen Later Feb 19, 2025 15:48


Nine Souls, Animal Well, Hollow Knight, SimCity, Marvel Rivals, Pokémon, Pokémon Unite, Pokélol, são alguns dos tópicos do diálogo infinito sobre games via WhatsApp. Com João Varella, Alexandre Sato, Thomas Kehl, Marcos Kiyoto e João R2 analógicos

Dois Analógicos
Sensações em Shadow of Colossus & product placement de Star Wars

Dois Analógicos

Play Episode Listen Later Feb 17, 2025 17:44


Shadow of Colossus, Metroid Dread, The Legend of Zelda: Breath of the Wild, Stardew Valley, Animal Crossing, Can you pet the dog?, SimCity, Overcooked, Monster, Death Stranding, Team 17, Alan Wake, Star Wars, Nine Sols, são alguns dos assuntos deste diálogo infinito sobre games via WhatsApp.Com João Varella, Alexandre Sato, Thomas Kehl, Marcos Kiyoto e João R2 analógicos

La France bouge - Elisabeth Assayag
NetCarbon, solution pour mesurer, améliorer et valoriser le carbone

La France bouge - Elisabeth Assayag

Play Episode Listen Later Feb 11, 2025 4:48


Dans cet épisode de La Pépite, nous découvrons NetCarbon, la start-up de Basile Goussard, ingénieur passionné de spatial. À 29 ans, il utilise l'IA et les données satellitaires pour mesurer la captation de carbone par la végétation. Son outil aide territoires et entreprises à optimiser leurs projets écologiques. Séduits, Elisabeth Assayag et ses invités saluent cette innovation, qualifiée de SimCity du stockage carbone. Face à l'urgence climatique, NetCarbon veut démocratiser la captation de CO2 et accélérer la transition écologique. Une initiative prometteuse !Notre équipe a utilisé un outil d'Intelligence artificielle via les technologies d'Audiomeans© pour accompagner la création de ce contenu écrit.

Les Trophées Europe 1 - Elisabeth Assayag & Emmanuel Duteil
NetCarbon, solution pour mesurer, améliorer et valoriser le carbone

Les Trophées Europe 1 - Elisabeth Assayag & Emmanuel Duteil

Play Episode Listen Later Feb 11, 2025 4:48


Dans cet épisode de La Pépite, nous découvrons NetCarbon, la start-up de Basile Goussard, ingénieur passionné de spatial. À 29 ans, il utilise l'IA et les données satellitaires pour mesurer la captation de carbone par la végétation. Son outil aide territoires et entreprises à optimiser leurs projets écologiques. Séduits, Elisabeth Assayag et ses invités saluent cette innovation, qualifiée de SimCity du stockage carbone. Face à l'urgence climatique, NetCarbon veut démocratiser la captation de CO2 et accélérer la transition écologique. Une initiative prometteuse !Notre équipe a utilisé un outil d'Intelligence artificielle via les technologies d'Audiomeans© pour accompagner la création de ce contenu écrit.

The Golden Hour
Super Bawl Predictions | The Golden Hour #118 w/ Brendan Schaub, Erik Griffin & Chris D'Elia

The Golden Hour

Play Episode Listen Later Feb 7, 2025 67:05 Transcription Available


The boys give props to Erik for being a great stand up comic, give their Super Bowl predictions and talk the new OJ Simpson documentary, Chris on the SHUDDER horror movie app, Katt Williams on Theo Von's podcast, crowd work comedy, Sim City and much more! Get two extra episodes every month at https://patreon.com/thegoldenhourpodcast DraftKings - Download the DraftKings Sportsbook app and use code GOLDEN.

The Retrospectors
Meet The Sims

The Retrospectors

Play Episode Listen Later Feb 4, 2025 12:16


The debut of ‘The Sims' happened on this day, February 4th, 2000. Will Wright (‘Sim City') developed an initial concept which revolved around architecture - but soon the Sims themselves proved to be the most captivating aspect of the gameplay. Unlike other avatars, The Sims lived full lives with jobs, hobbies, relationships, and even their own language, Simlish. Despite initial scepticism from publisher EA (due to the game's perceived mundanity and lack of interest to boys) The Sims sold 8 million copies, and millions more in Extension Packs; and, beyond its success, was praised for its humour, soundtrack, and commitment to self-expression. In this episode, The Retrospectors reveal how same-sex relationships have always been part of the Sims appeal; explain how the game's sequels pulled off the ultimate in-game meta twist; and uncover how its predecessor Sim City evolved from conventional game design… Further Reading: • ‘The Way We Live Now: Questions for Will Wright; How to Win at Life' (The New York Times, 1999): https://www.nytimes.com/1999/10/31/magazine/the-way-we-live-now-10-31-99-questions-for-will-wright-how-to-win-at-life.html?searchResultPosition=5 • ‘Sex and the Sim city: welcome to a whole new world' (The Times, 2004); https://www.thetimes.co.uk/article/sex-and-the-sim-city-welcome-to-a-whole-new-world-nt27s3t6tf8 • ‘The History Of The Sims' (GameSpot, 2017): https://www.youtube.com/watch?v=E7HwKKyUecs Join 

Wide Flank
[New Cool] Soyo Oka & Gaming Alone

Wide Flank

Play Episode Listen Later Jan 23, 2025 67:36


It's another New Cool, the Wide Flank show where Alon and Sean bring each other a New and/or Cool gaming-adjacent topic to talk about! In this episode, Sean takes us on a musical journey through Soyo Oka's work, focused mostly on her contributions to SimCity, and Alon encourages everyone to spend more time hanging out IRL. Coming soon we'll have the Game Club for Indiana Jones and the Great Circle and a Dev Talk too, stay tuned :). Support us, get extra content, and help us pay for games and stuff at: https://www.patreon.com/wideflank Join the Wide Flank discord!!! https://discord.gg/ACbDjNhMpJ All Wide Flank links: https://linktr.ee/wideflank

cd SPILL
Spillåret 1994 (#106)

cd SPILL

Play Episode Listen Later Dec 9, 2024 128:13


Årets siste episode er her dessverre, men frykt ikke. Det blir over to timer med mimring av alle de gode spillene som kom i 1994. I tillegg har vi krydret sendingen med innkommende bidrag. Og 1994 var jo faktisk et ganske godt spillår!   Les mer om episoden hos Spillhistorie.no Støtt oss gjerne på Patreon. Følg oss gjerne på Bluesky, Twitter, Facebook, og Podchaser. (00:00) Velkommen til cd SPILL (02:42) Spillåret 1994 (05:54) Dr. Bobbledrage (06:16) One Must Fall: 2097 (08:07) Alone in the Dark III (10:19) Beneath a Steel Sky (12:12) Alexander Espeseth (15:39) Boppin (17:44) Doom II (20:12) Cannon Fodder II (21:22) Hans Arne Jacobsen (23:38) Sid Meier's Colonization (26:57) Jazz Jackrabbit (28:22) Cool Spot (29:40) Cyberdogs (31:03) The Incredible Machine II (32:24) Terje Høiback (34:22) Wing Commander III: Heart of the Tiger (36:00) Little Big Adventure (38:29) Disney's Aladdin (41:03) Torbjørn Preus Schou (44:02) Holliday Lemmings (45:23) Theme Park (47:37) Hocus Pocus (48:43) Mattis Folkestad (50:42) King's Quest: Collector's Edition (52:35) Micro Machines (55:11) Jon Håvard/Suno (57:50) Transport Tycoon (59:28) Rise of the Triad (01:01:57) Lode Runner: The Legend Returns (01:04:01) System Shock (01:05:59) Martin Gjesdal (01:07:49) Night Trap (01:09:59) Syndicate+ (01:12:02) Pagan: Ultima VIII (01:14:20) Erland Fiddan (01:16:47) Pizza Tycoon (01:19:22) Warcraft: Orcs & Humans (01:20:19) Sid Meier's Pirates! (01:21:06) Rise of the Robots (01:23:01) Andreas Hedemann (01:24:18) Earthworm Jim (01:25:09) Under a Killing Moon (01:27:44) UFO: Enemy Unknown (01:30:33) The Settlers (01:33:10) The Elder Scrolls: Arena (01:35:00) The Legend of Kyrandia: Malcolm's Revenge (01:37:15) Magic Carpet (01:38:33) Jostein Hakestad (01:40:58) Disney's: Lion King (01:42:02) Mortal Kombat II (01:42:57) Wacky Wheels (01:44:01) SimCity 2000 (01:46:41) Myst (01:48:31) 1942: The Pacific Air War (01:48:52) Leisure Suit Larry 6: Shape Up or Slip Out! (01:49:16) Crystal Caliburn (01:49:48) Kommentarer fra sosiale medier (01:57:35) Sigve kårer 1994s beste spill (01:59:47) Mamen kårer 1994s beste spill (02:01:31) Vi kårer beste episode av cd SPILL (02:05:32) Sigve kårer beste spill vi pratet om i  2024 (02:06:08) Mamen kårer beste spill vi pratet om i  2024 (02:07:07) Takk for i år!

Best of the Left - Leftist Perspectives on Progressive Politics, News, Culture, Economics and Democracy

Sign Up or Manage Your Membership Air Date: 12-6-24 Today, Jay!, Amanda, Deon and Erin discuss: - The political origins of SimCity and how capitalism warps our choices - A new video game offering a very different vision of societal management - Naomi Klein's insights on the Left's missteps responding to the Mirror World - Applying cynicism and skepticism in moderation FOLLOW US ON:  Bluesky: https://bsky.app/profile/bestoftheleft.bsky.social Mastadon: https://mastodon.social/@bestoftheleft@mstdn.social Instagram: https://www.instagram.com/bestoftheleft/ Facebook: https://www.facebook.com/BestOfTheLeft/ YouTube: https://www.youtube.com/@BestOfTheLeft/ Nostr public key: npub1tjxxp0x5mcgl2svwhm39qf002st2zdrkz6yxmaxr6r2fh0pv49qq2pem0e REFERENCES: SimCity Isn't a Model of Reality. It's a Libertarian Toy Land Build-a-Brrr Naomi Klein on her doppelganger (and yours) Be Like Claud Cockburn: Tell Truths to the Masses   Join our Discord Server Leave a message at 202-999-3991 Produced by: Jay! Tomlinson Thanks for listening! ugf9dzuv Visit us at BestOfTheLeft.com Follow at Twitter.com/BestOfTheLeft Like at Facebook.com/BestOfTheLeft  Contact me directly at Jay@BestOfTheLeft.com  Review the show on Apple Podcasts!

Empowering Entrepreneurs The Harper+ Way
Building a Unicorn Business, One Percent at a Time

Empowering Entrepreneurs The Harper+ Way

Play Episode Listen Later Nov 27, 2024 55:50 Transcription Available


How important is it for entrepreneurs to embrace unpredictability, and what role does seeking help play in personal and business growth?Glenn Harper and Julie Smith sit down with Blake Oliver, the mastermind behind Earmark CPE and host of The Accounting Podcast, to dive into his unique entrepreneurial journey. From his unconventional childhood steeped in music to navigating the challenges of serial entrepreneurship, Blake shares how his ADHD and initial career in music shaped his path in the business world. With insights on overcoming impostor syndrome, the importance of building a strong team, and focusing on creating value beyond financial gain, Blake's story is filled with lessons on persistence, adaptability, and visionary thinking. We explore the intricacies of transforming ideas into successful ventures, the impact of financial stability on creativity, and Blake's ambitious vision for revolutionizing the continuing education market. Empowering Moments00:00 Introducing Blake Oliver, host of The Accounting Podcast.05:06 Dad: Architect, urban planner, SimCity enthusiast.07:06 Mom: homemaker, dietitian; Dad: business, complaints, influence.11:28 Work service jobs; they change your perspective.14:51 I chose math over pursuing music career.17:11 Chose accounting for solid income, ROI credible.20:29 Freelanced bookkeeping to pay for school expenses.21:55 Early adopter bookkeeper gained business through certification.25:20 Recruited as first product marketer at FlowCast.28:28 Moved to Phoenix, drove around looking houses.33:41 Learned SaaS metrics, realized value in subscription software.37:45 Belief in product fueled by positive reviews.41:24 Satisfaction follows purpose, not pursuit of fame.44:28 Focus daily on practice, not immediate results.46:22 ADHD: A superpower and a challenge.49:22 Raising seed round for Earmark; pitching vision.51:56 Practicing Bach's difficult E-flat major cello suite.This episode is brought to you by PureTax, LLC. Tax preparation services without the pressure. When all you need is to get your tax return done, take the stress out of tax season by working with a firm that has simplified the process and the pricing. Find out more about how we started.Empowering TakeawaysUnicorn Potential in Market Shares - **Blake Oliver** emphasizes that capturing even just a small fraction of a market—such as a tenth of a percent—can lead to developing a unicorn business.Serial Entrepreneurship Driven by ADHD - **Glenn Harper** and **Blake Oliver** discuss how the inherent qualities of ADHD, such as the constant pursuit of new ideas, often fuel a serial entrepreneur's journey.Impostor Syndrome and Initial Business Lessons - **Blake Oliver** shared his experience of impostor syndrome in his first business, eventually selling it to avoid failure, and learning from the chaos to make his subsequent ventures smoother.Importance of a Strong Team and Process - **Glenn Harper** and **Julie Smith** highlight the necessity of surrounding oneself with smarter individuals and having solid processes to bolster entrepreneurial success.Customer Feedback as Validation - **Blake Oliver** believes in the power of customer feedback to validate the quality of a product, as evidenced by over 500 positive app reviews for his...

The Game Deflators
The Game Deflators E315 | Sony Acquiring From Software Parent Company + Sim City 2000 PS1 Review

The Game Deflators

Play Episode Listen Later Nov 25, 2024 40:04


Sony's Possible From Software parent company acquisition, Golden Joystick Awards highlights, Dungeons and Dragons session updates, and a SimCity 2000 PS1 review On this episode of Game Deflators, join John and Ryan as they delve into the latest buzz in the gaming world. First up, they discuss the potential Sony acquisition of From Software parent company, Kadokawa. They explore what this could mean for the future of From Software's iconic franchises and the broader implications for the gaming industry. Next, the duo touches on the Golden Joystick Awards, chatting about some of the biggest winners, surprises. They share their thoughts on the awards and discuss there expectations for the next show, The Game Awards. Not to be lost in the shuffle, Ryan and John update listeners and viewers on their ongoing Dungeons and Dragon's campaign. With one final session left, how did the group fair in their most recent battles? Finally, the guys take a nostalgic trip back to the late '90s with a review of SimCity 2000 for the PS1. John and Ryan revisit this classic city-building game, discussing its gameplay mechanics, memorable moments, and how well it holds up today.   Articles covered: https://www.theverge.com/2024/11/20/24300583/sony-kadokawa-acquisition-from-software-anime-manga  https://www.gamesradar.com/games/here-are-all-the-golden-joystick-awards-2024-winners/    Want more Game Deflators content? Find us at www.thegamedeflators.com     Find us on Social Media Twitter @GameDeflators Instagram @TheGameDeflators Facebook @TheGameDeflators YouTube @The Game Deflators   Permission for intro and outro music provided by Matthew Huffaker http://www.youtube.com/user/teknoaxe 2_25_18 

The Expat Money Show - With Mikkel Thorup
326: Paraguay Potential: Investing Offshore For Fun And Adventure – Fernando De Cevallos

The Expat Money Show - With Mikkel Thorup

Play Episode Listen Later Nov 20, 2024 71:28


Could you imagine a small Latin American country with a favourable tax regime, an easily attainable residency program, no woke nonsense, and that is still off-the-radar enough to stretch your dollars than most popular expat destinations? Imagine no more, as this perfectly describes why Paraguay is beginning to garner some attention as an expat destination. Today's guest, my friend and trusted partner Fernando De Cevallos, first fell in love with Paraguay thirteen years ago and has since found a life of pure fun and adventure through international investing in off-the-radar locations. Enjoy! TODAY'S CONVERSATION WITH FERNANDO DE CEVALLOS Listen in as Fernando details how he first found himself in Paraguay and why he quickly developed a deep connection with the country. Discover what Paraguay was like 13 years ago when Fernando first arrived and why it continues to challenge his expectations. Find out why, for Fernando, starting a business in Paraguay felt like playing a real-life version of “Sim City.” Uncover the factors that make Paraguay one of the most food and energy-independent nations in the world. Hear how a pivotal decision to defy his parents changed Fernando's life trajectory forever. Tune in as Fernando shares his passion for helping others invest in and relocate to Paraguay—and how this business has become a pure joy. Gain insights into the mindset and culture of Paraguay's people - is this a culture you'd fit in with? By the end of this conversation, you'll understand why Fernando and I are so excited about Paraguay's imminent economic boom - and you won't want to be left out! HOW TO CONTACT FERNANDO DE CEVALLOS Email: expat@greenparana.com JOIN US NEXT FEBRUARY TO TOUR PARAGUAY IN STYLE! Join us for eight amazing days of travelling, sightseeing, and investment tours, starting in the capital, Asuncion, with time in Ciudad del Este, Paraguay, plus a visit to the extraordinary Iguazu Falls. Learn more over at ExpatMoney.com/Paraguay. If you're interested in joining, email Susan James at trips@expatmoney.com to secure your spot and answer any questions. SIGN UP FOR OUR NEWSLETTER Keep up to date on the latest news affecting expats, as well as maintain a steady stream of my opinions, travel stories, and more by subscribing to our newsletter. Not only will you receive the EMS Pulse newsletter and the weekly Expat Sunday Times, but sign up now, and you'll also receive my FREE special report, “Plan B Residencies and Instant Citizenships.” ATTEND THE WEALTH, FREEDOM & PASSPORTS CONFERENCE IN PANAMA! Join us in Panama for the inaugural Wealth, Freedom & Passports Conference, our first-ever large conference event, taking place in Panama City, Panama, March 14-15, 2025! This is your chance to gain invaluable insights, connect with like-minded freedom seekers, and, most importantly, connect with 15+ of the most trusted partners necessary to secure a prosperous life offshore. Head to ExpatMoney.com/Conference to learn more and secure your spot right away! RELATED EPISODES

Bring Your Own Blockbuster
Is Hot Fuzz the best of the Cornetto Trilogy?

Bring Your Own Blockbuster

Play Episode Listen Later Nov 19, 2024 54:45


Lock up your swans and grab your Cornettos - this week, Jack and Ben rewatch Edgar Wright's Hot Fuzz! In this high-octane episode, we dive into the second instalment of the Cornetto Trilogy, exploring why Jack picked it and how it stacks up against Shaun of the Dead. Is this the best of the trilogy? We discuss its loving homage to American cop films, its clever skewering of Hollywood clichés, and its razor-sharp self-awareness.We unpack the writing process behind Hot Fuzz: from turning off the internet to meticulously crafting Sandford as their own rural Sim City, Wright and Pegg left no stone unturned. Plus, how does the idyllic setting of Wells, Somerset add to the film's charm? And what does Hot Fuzz say about rural communities and the socio-political undertones of them?Finally, we debate our MVPs—Simon Pegg, Timothy Dalton, or Nick Frost—and consider how the film has aged since 2007.Next week, Ben takes the wheel with his pick—what will it be? One last big one before we focus on Christmas. Tune in to find out! Hosted on Acast. See acast.com/privacy for more information.

Green Shirt: A Newbie's Trek Through The Next Generation
167 - Thine Own Self (New Pips & Scientific Tips)

Green Shirt: A Newbie's Trek Through The Next Generation

Play Episode Listen Later Oct 11, 2024 89:26


Hailing Frequencies Open - Send us a message!Audrey joins the gang as we try to remember how we felt about "Thine Own Self!" Worf smolders, Troi's reunion is too long, and Data gets dials. Meanwhile Cameron's Google is too white, Rob disappoints Weird Al, Bobi infects the crew, Audrey names an alien, and John schools us on Sim City. Engage!Pick up some Green Shirt Merch

Games Aktuell Podcast - Spiel, Spass und Schokolade
PC Games Podcast #122: ARA: History Untold mit VikSpielt & Writing Bull!

Games Aktuell Podcast - Spiel, Spass und Schokolade

Play Episode Listen Later Oct 4, 2024 60:55


Mehr Infos zur Folge: Man könnte meinen, Strategie- und Aufbaufans blicken bereits mit vollem Fokus auf 2025, da kommt schließlich endlich Civilization 7 raus. In unserer Preview zu Civ 7 haben wir euch bereits verraten, wie anders und neu sich die Strategielegende präsentiert, doch das ist längst nicht alles, was passiert. Mit ARA: History Untold kam nun nämlich eine überaus spannende Kombination aus einem Strategiespiel in Form von Civ und einem City-Builder im Stile von SimCity und Anno! Das "Kind von Civ und SimCity" konnte uns im Test überzeugen, trotz einiger Probleme und fehlender Features. Für unseren Podcast zum Thema haben wir uns aber noch einmal mehr Expertise und Meinung in die virtuelle Tonkabine geholt. Unser Tester und Redakteur Viktor Eippert ist natürlich mitsamt Podcast-Moderator Maci Naeem Cheema am Start, aber auch unser Spezialgast "Writing Bull" (WB). Der auf das Genre der Aufbau- und Strategiespiele fokussierte Streamer und Content-Creator hat so einiges auf dem Herzen in Bezug auf ARA: History Untold - und wir freuen uns riesig darüber, knapp 60 Minuten mit ihm zu quatschen. WB findet ihr direkt hier auf YouTube und über diesen Link auf Twitch.

Retronauts
639: Building SimCity

Retronauts

Play Episode Listen Later Sep 23, 2024 73:52


Host Kevin Bunch is joined by author and historian Chaim Gingold to talk about SimCity and the winding road that led to its creation with his new book Building SimCity. Retronauts is made possible by listener support through Patreon! Support the show to enjoy ad-free early access, better audio quality, and great exclusive content. Learn more at http://www.patreon.com/retronauts

Pixelated Audio
SimCity 2000 and SimFarm – PA192

Pixelated Audio

Play Episode Listen Later Sep 12, 2024 65:56


Sue Kasper, it's a name you might know by memory but if you grew up PC gaming in the 90s you're definitely familiar with her work. Sue was the lead composer on SimFarm and the international sensation SimCity 2000! Both games were developed by Maxis, a studio known for producing simulation games since the 80s including SimCity, The Sims, Spore and many others. Sue's eclectic tunes have been ingrained in the hearts and minds of simulation game players the world over, and there's no doubt that her work on SimCity 2000 inspired a great many other composers trying to capture that iconic simulation game sound. She's a lifelong musician and guitarist that's been playing gigs in a number of bands around California since the 70s. While we weren't able to speak to Sue directly on mic, we had an excellent conversation with Michelle sitting in as proxy for Sue to answer our collective questions about her work on SimCity 2K and SimFarm. It was a ton of fun hearing her experiences rocking out, and her work with companies like Maxis, Guitar Player magazine, and Avid/Digidesign. Music composed by Sue Kasper unless otherwise stated 0:00:00 Dawn of City (Sim City 2000) 0:06:44 Dancing Megalopolis 0:11:06 The SIM Magic: Experience Mode 0:15:04 Skycrapers 0:22:00 Tax & Money 0:28:35 (Excerpts) Tax & Money, Work Work Work! [with MIDI transcription issues] 0:31:18 Title Theme (Sim Farm) 0:34:13 Dead Farm / Debt Farm 0:39:15 Home Improvement (aka COWMAN) 0:41:53 Work Work Work (Sim City 2000) 0:48:25 Ultimate City 0:52:50 Key of Success 1:01:35 (Bedding) General Farm 1:04:12 Work Work Work! Composed by Sue Kasper Arranged by Ryuichi Katsumata for Sim-Melody from SimCity 2000 Other things mentioned: MAGWest 2024 (Sep 27-29) MAGWest 2023 - George Sanger Pool Party set ROCKRGRL Magazine wiki All songs using Roland SC-55, thank you to Valley Bell for providing the stellar recordings!

airhacks.fm podcast with adam bien
Developer and Database Administrator

airhacks.fm podcast with adam bien

Play Episode Listen Later Sep 10, 2024 61:38


An airhacks.fm conversation with Gerald Venzl (@GeraldVenzl) about: from a 386 computer with SimCity to Oracle's database evangelist, early interest in computer hardware and software, apprenticeship as a programmer in Austria, work experience with Oracle database and PLSQL, Steven Feuerstein, PLSQL expert, career moves to New York, London, and San Francisco, role as product manager and team leader at Oracle, efforts to attract developers to Oracle technologies, involvement in Oracle ACE Program, work on docker files for Oracle Database, challenges with ARM port for Mac, popular JavaOne talk on optimizing Java code for database performance, discussion of Oracle's various database technologies including NoSQL and TimesTen, importance of educating developers on database best practices, evolution of database performance techniques, future topics for discussion including Oracle architecture, Java integration, and business logic in databases, Gerald's team of evangelists across Europe, ways to contact Gerald and his team for speaking engagements or information Gerald Venzl on twitter: @GeraldVenzl

God Talk
The Great Lie: Part Two

God Talk

Play Episode Listen Later Aug 29, 2024 20:12 Transcription Available


Welcome to another insightful episode of God Talk. In this episode, we dive into part two of our series, "The Great Lie," where we explore the alarming rise of simulation theory. We discuss how this belief—that our reality is merely a computer-generated simulation—poses significant theological challenges and threatens the foundation of Christian faith. We begin by revisiting the dangers of deep fakes and artificial intelligence, as discussed in part one, and then transition to the intricacies of simulation theory. Drawing parallels to popular culture references like SimCity and The Matrix, we examine how this modern myth contradicts Biblical teachings and undermines the core principles of Christianity. Join us as we critically analyze the implications of simulation theory on our understanding of Genesis, free will, and the nature of God. Learn why this belief is incompatible with Christian doctrine and discover how it could potentially lead to a crisis of faith within the church. Tune in to understand why it's crucial to distinguish between reality and fiction and how staying grounded in Biblical truth can help safeguard our faith. Don't miss this thought-provoking discussion on one of the most pressing issues facing the church today. Thank you for joining us for this episode of God Talk. Stay tuned for more enlightening conversations. God bless.

Future of Coding
Moving Beyond Syntax: Lessons from 20 Years of Blocks Programming in AgentSheets by Alexander Repenning

Future of Coding

Play Episode Listen Later Aug 25, 2024 164:27


Alexander Repenning created AgentSheets, an environment to help kids develop computational thinking skills. It wrapped an unusual computational model with an even more unusual user interface. The result was divisive. It inspired so many other projects, whilst being rejected at every turn and failing to catch on the way Scratch later did. So in 2017, Repenning published this obit of a paper, Moving Beyond Syntax: Lessons from 20 Years of Blocks Programming in AgentSheets, which covers his findings over the years as AgentSheets evolved and transformed, and gives perspective on block-based programming, programming-by-example, agents / rule / rewrite systems, automata, and more. This is probably the most "normal" episode we've done in a while — we stay close to the text and un-clam many a thought-tickling pearl. I'm saying that sincerely now to throw you off our scent the next time we get totally lost in the weeds. I hear a clock ticking. Links $ Do you want to move beyond syntax? Frustrated by a lack of syntactic, semantic, or pragmatic support? Join our Patreon! Choose the tier that best reflects your personal vision of the future of coding. Get (frequently unhinged) monthly bonus content. Most of all: let us know that you enjoy this thing we do, and help us keep doing it for years to come. Argos, for our non-UK listeners. They were acquired by future TodePond sponsor, Sainsbury's. Once again, I am asking for your Marcel Goethals makes a lot of cool weird stuff and is a choice follow. Scratch isn't baby programming. Also, you should try this bizarre game Ivan programmed in 3 blocks of Scratch. Sandspiel Studio is a delightful block-based sand programming simulator automata environment. Here's a video of Lu and Max introducing it. Simple Made Easy, a seminal talk by Rich Hickey. Still hits, all these years later. Someday we'll do an episode on speech acts. Rewrite rules are one example of rewriting in computing. Lu's talk —and I quote— "at Cellpond", was actually at SPLASH, about Cellpond, and it's a good talk, about —and I quote— "actually, what if they didn't give up on rewrite rules at this point in history and what if they went further?" Oh yeah — Cellpond is cool. Here's a video showing you how it works. And here's a video studying how that video works. And here's a secret third thingthat bends into a half-dimension. Here's Repenning's "rule-bending" paper: Bending the Rules: Steps Toward Semantically Enriched Graphical Rewrite Rules I don't need to link to SimCity, right? You all know SimCity? Will Wright is, arguably, the #1 name in simulation games. Well, you might not have caught the fantastic article Model Metropolis that unpacks the (inadvertently?) libertarian ideology embodied within the design of its systems. I'd also be remiss not to link to Polygon's video (and the corresponding write-up), which lend a little more colour to the history. Couldn't find a good link to Blox Pascal, which appears in the paper Towards "Second Generation" Interactive, Graphical Programming Environments by Ephraim P. Glinert, which I also couldn't find a good link to. Projectional / Structural Editor. Here's a good one. Baba is You Vernacular Programmers Filling Typed Holes with Live GUIs is, AFAIK, the most current canonical reference for livelits. I'm not linking to Minecraft. But I will link to the Repeater 32 Checkboxes Wiremod is a… you know what, just watch this. Chomsky Hierarchy The Witness Ivan wrote a colorful Mastodon thread surveying the history of the Connection Machine. Harder Drive is a must-watch video by the inimitable Tom7. Also couldn't find a good link for TORTIS. :/ Programming by Example (PbE) Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo Alex Warth, one of the most lovely humans Ivan knows, is a real champion of "this, because that". Ivan's magnetic field simulations — Magnets! How do they work? Amit Patel's Red Blob Games, fantastic (fantastic!) explorable explanations that help you study various algorithms and techniques used in game development. Collaborative diffusion — "This article has multiple issues." Shaun Lebron, who you might know as the creator of Parinfer, made a game that interactively teaches you how the ghost AI works in Pac-Man. It's fun! Maxwell's Equations — specifically Gauss's law, which states that magnetic fields are solenoidal, meaning they have zero divergence at all points. University of Colorado Boulder has a collection of simulations called PhET. They're… mid, at least when compared to building your own simulation. For instance. Music featured in this episode: snot bubbles ! Send us email, share your ideas in the Slack, and catch us at these normal places: Ivan: Mastodon • Website Jimmy: Mastodon • Website Lu: Login • Website See you in the future! https://futureofcoding.org/episodes/073Support us on Patreon: https://www.patreon.com/futureofcodingSee omnystudio.com/listener for privacy information.

Get Rich Education
514: Zoning Out: How to Combat the Housing Crisis and Build Wealth

Get Rich Education

Play Episode Listen Later Aug 12, 2024 41:21


Research Director for California YIMBY, professional city planner and author of Arbitrary Lines, Nolan Gray, joins us to discuss how zoning impacts our communities, affordability of retail and commercial real estate. Zoning laws contributing to the affordable housing crisis and what we can do about it. Shifting from NIMBY to YIMBY mindset requires understanding benefits of growth. How zoning laws prevent new development, causing housing shortages and limiting entrepreneurship. California's statewide legalization of accessory dwelling units can be seen as a successful zoning reform example. We discuss how cities like Austin and Minneapolis have seen price stabilization by allowing for more mid-rise multi-family housing near transit and job-rich areas. Learn how to connect with local policymakers and planners to advocate for policy changes that encourage more housing supply. Resources mentioned: Show Notes: GetRichEducation.com/514 You can follow Nolan on X @mnolangray For access to properties or free help with a GRE Investment Coach, start here: GREmarketplace.com Get mortgage loans for investment property: RidgeLendingGroup.com or call 855-74-RIDGE  or e-mail: info@RidgeLendingGroup.com Invest with Freedom Family Investments.  You get paid first: Text FAMILY to 66866 For advertising inquiries, visit: GetRichEducation.com/ad Will you please leave a review for the show? I'd be grateful. Search “how to leave an Apple Podcasts review”  GRE Free Investment Coaching: GREmarketplace.com/Coach Best Financial Education: GetRichEducation.com Get our wealth-building newsletter free— text ‘GRE' to 66866 Our YouTube Channel: www.youtube.com/c/GetRichEducation Follow us on Instagram: @getricheducation Complete episode transcript:   Automatically Transcribed With Otter.ai   Keith Weinhold  00:00 Welcome to GRE. I'm your host. Keith Weinhold, if you don't take the right action, inflation will make you poorer. Then the affordable housing crisis keeps your tenant as your tenant is zoning. What's ruining American cities in keeping starter homes unaffordable or just plain extinct in some areas, how do we get more apartments and more density built today on Get Rich Education. When you want the best real estate and finance info, the modern Internet experience limits your free articles access, and it's replete with paywalls and you've got pop ups and push notifications and cookies disclaimers. Ugh. At no other time in history has it been more vital to place nice, clean, free content into your hands that actually adds no hype value to your life. See, this is the golden age of quality newsletters, and I write every word of ours myself. It's got a dash of humor, and it's to the point to get the letter. It couldn't be more simple text, GRE to 66866, and when you start the free newsletter, you'll also get my one hour fast real estate course, completely free. It's called the Don't Quit Your Daydream Letter, and it wires your mind for wealth. Make sure you read it. Text GRE to 66866, text GRE to 66866.   Corey Coates  01:38 You're listening to the show that has created more financial freedom than nearly any show in the world. This is Get Rich Education.   Keith Weinhold  01:54 Welcome to GRE from Calgary, Alberta to Tirana Albania and across 188 nations worldwide. I'm Keith Weinhold, and you are listening to get rich education. When most investors think about inflation, they get it mostly wrong. Their strategy is inflation hedging. And you know, even if you successfully hedge inflation, you are really missing out. You've really got to get fired up about beating inflation. When did you get your first job? Like your first real job in your life? Let's say you did that when you were age 18. Well, that work that you did when you were 18, that created value for somebody else. And you could have done anything with your valuable youth, but instead, you chose to provide value by focusing your time and your energy to sweep floors or enter data into a spreadsheet for somebody else. You were paid for that work that you did. You were paid in dollars, well, if you just tried to store your finite energy that you expended for that employer into dollars, you will lose. Your value will be coerced away from you by your government that just incessantly and relentlessly debases the dollar that you earned at age 18, because they just keep printing more of them. Well, that money printer, which creates the inflation is then an extraction of your resources. Yeah, they extracted your resources, of your time, energy and ingenuity away from you when you were 18, and even the work that you do today, its value will get extracted away from you too. If you say, store dollars under your mattress, if you instead invest it so that its growth rate keeps up with inflation, well, then all you've done is hedge inflation. My point is, get upset about how the system extracts resources from you. And my other point is, don't hedge. Hedge just means that you're treading water. Position yourself to win instead, because you can when you buy income producing property with a loan, you don't just hedge against the inflation. You win three ways at the same time. You probably know that's called the inflation Triple Crown, a concept that I coined. You can watch the three part video series on net, free. It's now easier than ever to access, learn how to actually profit from inflation, not just hedge yourself against it. You can watch that, and it's friction free. There's no email address to leave or anything. Simply watch learn and maybe even be amazed at how you can do this. Those three videos are available. At getricheducation.com/inflationtriplecrown, that's sort of long, so you can also get there with getricheducation.com/itc. Again, that's getricheducation.com/itc. Before we talk with our guests about how zoning is making the affordable housing crisis, even worse, housing values and rents are really looking stable in today's environment. CoreLogic tells us that single family rents are up 3.2% annually. That's the highest rate in a year. And when it comes to prices, the NAR tells us that existing single family home prices hit a record high of $426,900 and that is an all time high. And note that that's existing homes, not new. So median existing homes are basically 427k now. And what does that really mean? Well, that is up 4.1% year over year, the real estate market continues to be it's sort of this tale of the equity rich versus the affordability challenged. Are you equity rich or are you affordability challenged? Well, the more property that you own, the more equity rich you are feeling, that you're going to feel, and oftentimes you're renting out property to the affordably challenged. Of course, the big buzz and a potential really turning point in the economy here or not, it really began about 10 days ago. That's when America reported weak jobs numbers, and that set the unemployment rate from 4.1% up to 4.3%. Citigroup and JP Morgan are now predicting half point Fed rate cuts in both September and November, not just quarter point cuts anymore. I mean, gosh, if there's one thing that we really know, it's that nobody really knows anything. Starting about two years ago, everyone thought a recession was eminent. Bloomberg even said there was a 100% chance that we'd have one by last year. Wrong, wrong, wrong. Everyone thought there would be six or seven Fed rate cuts this year. Wrong, wrong, wrong. You can't even completely count out of rate cut at the next meeting. I mean, sheesh, before that time, we still have two new CPI reports to come out and another jobs report. So, you know, over the long term, this is just how people act. They tend to get ahead of themselves and overreact, and that's really more of a stock market investor sort of thing. And yeah, despite the volatility, you know, us real estate investors are here more chill than Snoop Dogg was at the Olympics. All this fear, what it does is it pushes money into bonds. And when money goes into bonds, it makes mortgage rates go down, and they recently hit 16 month lows near 6.4% and if rates stay low, millions of additional Americans will be able to qualify to buy property that couldn't before, and that could really put more upward pressure on property prices, more than this 4.1% year over year appreciation that we're currently seeing. We know that lots of investors are buying properties like you, getting equity rich and serving the affordability challenge. In fact, 60% of Home Builders indicated that they sold homes to investors from February through April, while 40% reported that they didn't sell to investors. And investors now represent wholly 25% of both new and resale residential transactions and among builders that sold to investors in the past 90 days, 69% of them sold to mom and pop investors. Mom and pop investors, they're loosely defined as those that own one to 10 rental units. They may very well be you. Institutional investors, those that own 10 plus investment properties in this home builders definition here. Well, those institutional investors, they accounted for just 4% of investor sales nationally. So again, more home builders are selling to small real estate investors, those that own one to 10 units. Well, now in almost 10 years of doing the show here, we've never had a full discussion about zoning, and really this is the time. Okay, this ends today because we describe how it's contributing to the affordable housing crisis and what we can do about it. I mean, anymore you really can't find a brand new build 250k starter home anymore, unless maybe it's a tiny home, which then really isn't a full home, and you sacrifice your lifestyle. Well, zoning is a big reason why the Supreme Court decision that deemed zoning constitutional that occurred in 1926. Yes, that's going to turn 100 in the year 2026 that Supreme Court decision that infamously referred to apartments as parasites. Wow. But yet is some zoning good? I mean, say that you and your family have your nice, quiet, single family home on an idyllic half acre lot. Well, if that's the case, should it be allowed that Bitcoin mining facility with its loud cooling fans is built right next to you I'll ask our guest expert about that, and what about say less offensive transgressions, like a condo board that says that you can't rent your unit out. How much zoning is too much or too little? I mean, is someone just being overly sensitive if a duplex is built next to their single family home and they complain about that? So we'll get into all of that. And it really comes down to limiting this McMansionization risk type of nimbyism, not in my backyardism. That's what it is. Again, you can watch the three free videos on how you can substantially and actionably profit from inflation, not hedge, but profit from inflation. It's the inflation triple crown. Be sure to check out those three videos at getricheducation.com/itc. I learned about this week's guest through reason.com we met in person at last month's Freedom Fest in Las Vegas. He is the research director for California Yimby, yes. Yimby, not NIMBY, that is yes in my backyard. And he's a professional city planner. He's the author of the book Arbitrary Lines, how zoning broke the American city and how to fix it. Welcome to GRE. Nolan Gray,   Nolan Gray  12:24 thanks so much, Keith. It's a pleasure to be with you, Nolan,   Keith Weinhold  12:26 you wrote one article for reason.com with such an interesting title, five words, Abolish Zoning-All of it, you're pretty emphatic there at what you'd like to have happen before we discuss that, why don't you tell us in your words what zoning is?   Nolan Gray  12:44 So for the past 100 years, America's cities have been running a grand experiment and how they're governed. Essentially, what we've done, beginning in the 1920s is we said for every single parcel in the city, we're going to assign an allowed use. So most people, if you've played Sim City, you know this might be residential, commercial, industrial, but it goes into so much more detail than that. Different types of residential might be allowed in different parts of the city, commercial, etc, and the vast majority of most American cities, the only form of residential that's allowed is a detached, single family home, right? So that's one half of it, the second half of what zoning is doing, it's placing arbitrary density limits. So the amount of actual housing or amount of floor area that you can build on any particular lot. And it's important to distinguish this from other forms of land use regulation, because in many cases, these rules aren't actually based on any health or safety concerns, but instead a sort of social project of engineering what a correct city should look like. And as I argue in the book and we can discuss over the course of this conversation, is I argue that these rules have actually had incredible harms for our cities and are at the root of our current housing affordability crisis.   Keith Weinhold  13:45 I think zoning initially, it began in New York City about 100 years ago.   Nolan Gray  13:50 Yeah, so New York City adopted one of the first modern zoning ordinances in 1916 a handful of other cities did so as well. So I'm coming to you from California, Berkeley, California also adopted zoning in this year. And essentially, what happened after New York City adopted it was the federal government put together what's called the standard zoning Enabling Act. They mailed that out to every single state in the country and started putting a lot of pressure on states to adopt zoning and allow local governments to adopt zoning. And then, with the rise of the Federal financial system, as part of the New Deal, housing programs. In many cases, local governments were required or strongly, strongly incentivized to adopt the zoning codes to be eligible for certain federal benefits.   Keith Weinhold  14:29 You know, maybe philosophically, one might think, Nolan, well, America stands for freedom, and I should get to do what I want with my plot of land. But if everyone can do whatever they want with their plot of land. I mean, does that mean that my neighbor then could start a sloppy hog farm, or the neighbor on the other side of me could start a battery factory with smoke stacks? So do those sort of things help make the case for zoning?   Nolan Gray  14:57  Yeah, that's a great question, you know. So before the rise of zoning. And we actually had a lot of rules for these classic nuisances, these classic externalities, things like smoke, smells, noise, or even just lots and lots of traffic generation. We had rules to say, Hey, if you want to operate certain types of uses, you need to be in a certain designated area where we're going to tolerate a much higher level of externalities. Zoning does that, but it also does so much more. And it's those other aspects that I think are ill conceived. So for example, of course, we don't want a slaughterhouse next to a single family home, but zoning might also say, Oh, by the way, you're not allowed to have a duplex next to a single family home. You're not allowed to start a home based business. You're not allowed to operate certain commercial uses out of certain strip malls in certain parts of the city. You're not allowed to build anything unless you have a certain amount of number of off street number of off street parking spaces, which can make adaptive reuse of historic properties very difficult. So I think absolutely there's a core of land use regulation that makes sense, that's focused on neighbors, not imposing costs on each other, but our current system goes so much further than that, in many ways, imposes new and unconceived costs, including increasing housing prices, limiting housing options in many of our neighborhoods, making it harder to start a business or to have neighborhoods serving retail in many of our neighborhoods.   Keith Weinhold  16:09 So perhaps zoning has just simply gone too far, and you touched on it earlier. It seems to me that about three quarters of the area of most cities have zoning restricted only to single family home building, for example, and they ban apartments completely. So maybe, as we try to find the right balance of how much zoning is right, tell us more about really the thesis of your book and why we should ban zoning completely.   Nolan Gray  16:38 Of course, we need certain regulations for externalities and nuisances, and to certain extent that can be resolved through litigation, but ideally you look for it and you say, okay, look, there are certain areas where we're going to tolerate certain nuisances and other places where we will not. But beyond that, I think so much of what our land use regulations do is actually causing harm. It's preventing property owners from using their property in ways that are not in any meaningful sense, harmful to their neighbors. It's created this context where now if you want to build just about anything in the typical American city, you have to go through multiple public hearings, you have to do an environmental report in some states, you have to get the permission of local elected officials, you have to undertake all these actions that heavily politicize every new development. And so what we get is so many of our neighborhoods and so many of our cities are locked in amber. And this is partly why, over the last few years, where we've seen a huge amount of demand flow into housing, we've simply had these extreme shortages because markets could not respond with the supply that many of our communities needed. So for example, a starter home in many US cities today might be a townhouse, it might be a two bedroom condo, it might be a single family home on a 2500 square foot lot, but those are precisely the forms of housing that in many cases, our zoning codes make illegal to build. So we're essentially saying if you can't afford at least a certain level of housing, you're not allowed to live in many parts of the community, if in the community altogether, or the same with businesses, if you want to start a small business that might not necessarily have any impact on your neighbors, you might require a special permit. You might require a hearing. You might require to attend a hearing where your competitors are going to show up and oppose your project, purely on a cynical basis. So what it's done is it's created this incredibly disruptive system that's prevented our cities from being entrepreneurial and adaptive, and I think this is the root of a lot of the problems that we're facing today.   Keith Weinhold  18:17 Oh, you really surface some good points there Nolan, when I think of over zoning, and we talk about how a lot of times you can't build anything more than a single family home, that certainly creates a lot of problems. Gentrification is sort of a bad word, kind of sprucing up community so much, raising the value so much, that one problem is that familial bonds decay when children that grew up in, say, Southern California, can no longer afford to live there, so they have to move to lower cost Las Vegas, a four to five hour drive away. Excessive gentrification. You touch that, it also harms mobility. If you want to move from Atlanta to Boston for a tech job but you can't find housing, you're not going to move there, so therefore, talent doesn't get matched up with opportunity.   Nolan Gray  19:07 That's exactly right. I mean, this is a at the national scale. This is an important piece of the puzzle, which is we've made it hardest to actually move to some of our most productive places. So as you mentioned, places like Los Angeles, San Francisco, Boston, New York City, for all their problems, these are incredibly productive places where folks can move to and get high paying jobs and other good educational opportunities, but in many cases, these are the most expensive cities in our country, and it's in no small part because of the many rules and regulations that make it so hard to build housing in those contexts. So you're exactly right. Folks actually turn down higher paying jobs or better opportunities and move to places simply because the housing is more affordable, and you pick up on a really important piece of this, which is in many cases, this is breaking apart families. So a lot of folks who are born and raised in a place like California, their parents might have been able to buy their home in the 70s or 80s or 90s, but they can't afford a home. They have no long term path to actually staying in the community. And so what you're actually seeing is neighborhoods and communities being ripped apart. If the situation in places like California has actually got to be so bad that many of the people who are in a certain sense, beneficiaries of the status quo, maybe they own their home and they're seeing the value go up and up and up. They're also saying, Oh, my children can't afford to live near me. I don't ever get to see my grandkids. The person who serves me at the hospital or at the supermarket can't afford to live here, and we're having trouble keeping folks on. The crisis got to be so bad in certain places like California that we're starting to see tremors of reform. But one of the things I like to say is, if you want to fall into a California style housing crisis, most parts of the country don't need to do anything the rules you have on the books have you moving in that trajectory, right? But if you want to remain a place where we can build more housing, where folks can buy their own home or buy small apartment buildings and start to build wealth, you have to allow for more supply to come online.   Keith Weinhold  20:42 Sure, zoning so that you can't build anything other than single family homes compounds the affordability crisis. There really just isn't any such thing as a 250k starter home anymore, anywhere.  You represent California, yimby and you live there in the state where people think of ground zero for excessive regulation and taxation and zoning too. I do read more about some zoning being relaxed in California, allowing for the building of an adu on a property, for example, to help build the density. But before you talk about some of the cracks that are actually starting to help break this down. Can you give any bad examples that are especially problematic there in your home state, Nolan?   Nolan Gray  21:27 For the past 50 or 60 years, California, has been stuck under a NIMBY paradigm, not in my backyard, right? Every single new project is politically contentious, has to undertake an environmental report, has to undergo multiple public reviews, it takes years and years to get a permit, and that's if the housing is legal to build at all. As you know, in so many parts of California, there's very little to no new construction happening, and that's because of the rules on the books that make it so hard to build. To the extent that we allow new housing to be built, we have a whole bunch of mandates that force the housing to be a lot more expensive, and even if all that pencils again, it can take two years to get fully entitled in a permit. And so of course, the only housing that actually ends up getting built is quite expensive. And some folks say, Well, if we allow new housing to be built in California, it's all expensive. Well, yes, if you only allow a trickle of new housing in a very expensive context, of course the new housing is going to be expensive. But if you look to places like Texas and Florida, for example, that build lots and lots of new housing and don't have all of these costly mandates, they actually can build a lot of new housing, and actually can keep prices relatively under control and create that new supply of what we call missing middle, low rise housing. So as you mentioned, the tide, I think, is turning in California. The silver lining of things getting so bad is that the culture is shifting. And what we've seen is the emergence of this new yimby movement, or yes, in my backyard. And these are folks are saying, hey, not only is not building more, not this horrible threat to my community, but it's actually this enriching opportunity. It's good to have a growing, healthy, affordable community where folks are building, folks are able to move to high opportunity jobs, and folks are able to have choice in the neighborhood they live in.   Keith Weinhold  22:55 We're talking about zoning and how that's made the affordable housing crisis worse in the United States with California, yimbys, Nolan, gray Nolan. Tell us more about just the exact sorts of codes that are problematic. We touched on apartment building bans, but I think we're also looking at things like off street parking requirements. You need to have so many off street parking spaces before you can build. Otherwise you can't build. You need to have a minimum lot size of a half acre or a quarter acre in order to build here. So can you talk more specifically about just some of those exact problems on the tactical level that are compounding here?   Nolan Gray  23:34 Yeah, that's exactly right. So where are the housings illegal to build altogether. In many cases, there are a whole bunch of rules that increase the price of that housing. So in urban context, for example, where you might want to be building apartments, many cases, you might have parking requirements that say, Well, you have to have two parking spaces per unit or one parking space per bedroom. In many cases, that's what consumers might demand, and you would have to build that to lease out those units or to sell those condos. But if you're building in a context where you might be near a transit line, or you might be near a university campus, or you might be near a major job center, many of your renters might say, hey, actually, I would prefer to have a more affordable rental or a more affordable condo, because we know that there's no such thing as free parking. You know, if it requires a structure or excavation work, parking can easily add $50,000 to the price of a new unit, and so some consumers might want to pay for that, eat that cost, have a parking space. But many consumers, when we relax these rules and say, Hey, developers, you have the incentives and the local knowledge needed to decide how much parking to build. In many cases, we find that they share parking with other uses, so commercial during the day and residential at night, or they allow renters to opt into parking and to pay for parking, but what you get for many households is a cheaper unit. Now another rule that you mentioned, which is very important, is minimum loss size rules. This is certainly a lot more relevant. More relevant and suburban and rural context. But what we say is, if you want to be able to have a single family home, you have to be able to afford at least a certain amount of land. Now, when if you have a context where you don't have water and sewer installed, and you're operating on septic and well water, you do need larger lots as a matter of public health, but in most suburban context, these rules essentially serve no function except to increase the price of housing and the ability to determine what type of housing can be built where is the ability to determine who gets to live where. So if we say, well, you're not allowed to live in this neighborhood unless you can afford a 10,000 square foot lot or a 20,000 square foot lot, what we're essentially doing in 2024 where land is a major factor in affordability, is we're saying that a whole bunch of middle working class households are not allowed to live in these neighborhoods, or they're not allowed to ever become homeowners and start building wealth in the same way that past generations did. And you look at places like Houston, for example, where they don't have zoning, but they have a lot of zoning-like rules. In 1998 they reduced their minimum lot sizes from 5000 square feet citywide to 1400 square feet citywide. And what this did was this kicked off a townhouse and small lot single family home building boom that has helped to keep cities like Houston affordable a whole new supply of starter homes that again, offered that first step on the ladder of home ownership and wealth building.   Keith Weinhold  25:52 Over the decades, home prices have outpaced incomes. There are a few reasons for that. One of them is inflation, with wages not keeping up with the real rate of inflation, but the other are barriers to development. We're talking more about that with Nolan gray. When we come back, you're listening to Get Rich Education. I'm your host, Keith Weinhold. Hey, you can get your mortgage loans at the same place where I get mine at Ridge Lending Group NMLS, 42056, they provided our listeners with more loans than any provider in the entire nation because they specialize in income properties. 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Earn 8% hundreds of others are text FAMILY to 66866, learn more about Freedom Family Investments, Liquidity Fund, on your journey to financial freedom through passive income. Text, FAMILY to 66866.     Robert Kiyosaki  27:50 This is our Rich Dad, Poor Dad author, Robert Kiyosaki. Listen to Get Rich Education with Keith Weinhold, and the reason I respect Keith, he's a very strong, smart, bright young man.   Keith Weinhold  28:14 Welcome back to Get Rich Education . We're talking with California, yimbys Nolan gray about zoning and how these barriers to development are compounding the affordable housing crisis, and there sure are a number of barriers to multi family production. I really think that's what wild it comes down to. You touched on it earlier, and it's something that I spoke about with our audience a month or two ago. Nolan, and that is, mmm, multi families, missing middle these two to four unit properties, duplexes to fourplexes, where they're only constructing about 40% as many of those here in recent years than they did 20 to 30 years ago. The way I think of it is when you lift barriers to multifamily production, of course, you incentivize builders. If a developer buys an acre of land for, say, $90,000 and they had planned to build one unit on that All right? Well, there's one set of inputs in income that a developer can look at. But instead, if you allow them to go from building one unit on this plot of land to two units on it, it increases their profit potential, and it incentivizes developers from that side as well.   Nolan Gray  29:23 Yeah, absolutely. I mean, so there's been some great work by some friends over at the American Enterprise Institute. What they've done is they've created a nationwide map of mcmassionization risk. So when we have these conversations, we say, hey, let's allow for a range of housing typologies in more neighborhoods, duplexes, triplexes, small, low rise, multi family buildings, townhouses, the types of things that were commonly built in a range of neighborhoods before the rise of zoning. Every city in America has a neighborhood like this. That's a mixture of housing typologies. It would be illegal to build that today, but in many cases, we subject it to preservation requirements because we value it so much that we want to keep it. In any case, what happens when you don't allow that type of gradual incremental infill that keeps our communities affordable. What you get instead is the existing single family homes are converted into much larger, much more expensive single family homes. Now, again, there's nothing wrong with that. Many people might want to buy a smaller 19 fizzies bungalow and turn it into a much larger, 2500 square foot single family home, and God bless them if they want to do it. But what we have is rules on the books that say housing can only get more expensive, it can never get more affordable, or you can never unlock the wealth that's tied up in your land by building an adu or by building a duplex, or by creating more housing options for a range of households. And so that's really, really key. You know, the choice is not between, do we want our communities to change or not? The question is, do we want our communities to remain affordable and maybe change and have some more buildings built and more growth and more development. Or do we want our communities to change in the sense of they become more expensive? Folks retire and they move away, the neighborhood gradually becomes significantly more exclusionary, and young folks who moved grew up in the community can no longer afford to stay. That's the option facing many of our communities. And I think the yimby response to this is more housing construction is good and it's healthy and it's part of a thriving community.   Keith Weinhold  31:02 Yeah, Nolan, when we come at this from the familial perspective, like I brought up earlier, it seems like the more zoning there is, the more it benefits seniors and incumbents, the more it benefits the silent generation, the baby boomer generation, and maybe Gen Xers, and it disadvantages millennials and Gen Zers that really don't have their place yet.   Nolan Gray  31:24 Yeah, you know, it's tough. I would say it even hurts seniors, right? I mean, if they want their young adult children to be able to live near them, or, many cases, seniors like the option to be able to build an accessory dwelling unit in their backyard and maybe rent that out to friends or family, or maybe even you move into the adu and allow young adult children to move into the primary residence, or even just rent it out and have an additional source of income to supplement fixed incomes. There's reasons why folks, I think, at all different stages of their life, benefit for more flexibility in the rules that govern what can be built.   Keith Weinhold  31:52  Psychologically,  how do we turn one's mindset from a NIMBY mindset to a yimby mindset? I mean, if someone's got their single family ranch home that they want to live in in their senior years, and they want to see its value appreciate, so they don't want duplexes and fourplexes built next to them, rather than them saying no to turn them into saying yes. I mean, how do you get those people to understand that? Well, like this is the way for the next generation, for you to be able to live near your children and grandchildren?   Nolan Gray  32:21 Yeah, that's a great point. You know, I think when you go to these public hearings around projects, you hear relentlessly about the cost of new development, right? Folks speculating about traffic and runoff and other factors parking. We get that perspective. We get bombarded with that perspective. But what we don't get is the alternative perspective of the benefits of a community, remaining relatively affordable, remaining a place where teachers and nurses and firefighters can still afford to be able to own a home and live places, allowing for the kids who grew up in a neighborhood or a city to remain there. And in fact, even just the selfish appeal to the homeowner, there's not actually any evidence that new development happening around you necessarily reduces the price of your single family home, and in some cases, it could actually signal to the market, hey, there's actually development potential on this so when you do decide to maybe sell and move on, your land is potentially going to be more valuable because it has more development potential than it might under a strict exclusionary zoning scenario. So you know, of course, you try to make the altruistic case to people. Hey, think about future generations. Think about folks who maybe want to move to this community or stay in this community, but aren't going to be able to if we don't build housing. But even so, I think there's selfish reasons. If you want to have somebody who's going to check you out at the supermarket or serve you at a restaurant or be a home care nurse, eventually you got to have housing for folks like that. In many cases, new development happening around you is going to increase your land value. Now I would just try the rage of appeals and work people through it. And in many cases, you know, I think people will understand, yeah, okay, I understand we got to have some growth. They might have a perspective on what it should look like, and that's okay. But as long as we can get some consensus that we got to have some growth to accommodate demand the form it takes, we can have a healthy discussion over.   Keith Weinhold  33:57 Yeah, real community is the integration of all different types of people, and not school teachers living an hour away where they need to make a two hour round trip drive every day. Well, Nolan, as we're winding down here, can you give us any more successful zoning reform examples that maybe other communities can look to you touched on the success stories in Houston a bit. Are there some other ones?   Nolan Gray  34:21 Absolutely. Yeah. So one of the most successful things we've done in California has been statewide legalization of accessory dwelling units. Yeah, that's been key. That started in 2017 and that took a lot of legislation to get us to a place where we are today, but that's resulted in something like 80,00 ADU's permitted, since 2017. That's powerful stuff, right? That's 80,000 households that might have a home, or might be able to rent out a unit to young adult child or an aging parent. Really, really powerful. So I would suggest that folks look into that. That's the lowest of the low hanging fruit. Empower homeowners to add additional units to their properties, and by the way, we also allow you use to be added to multifamily properties, and we're seeing a lot of that happen as well. At other contexts, many cities, dozens of cities across the country. Have removed their minimum parking requirements, acknowledging that, hey, this is a huge cost that we're imposing on projects, developers who are close to consumers, who have, they have the incentives and local knowledge to get this question right. Let them decide. So that's been, I think, a big success. You know, certain cities like Austin and Minneapolis, for example, they've actually sort of kept their markets back under control amid all the chaos of the pandemic real estate market fluctuations by allowing for a lot more mid rise multi family on their commercial corridors and in Job rich areas and in places near transit, that's where we have a huge shortage, is these studios and one bedrooms. So young professionals who, if they can't find that unit, they're going to go bid up the price of a two or three bedroom unit, they're going to roommate up and be living in potentially overcrowded conditions. So Austin, Minneapolis, we, relative to peers, they built a lot of housing and have seen prices stabilize as a result. So there's a lot of different success stories, you know, I would say, if you're at all interested in this, talk to your neighbors about this issue. See what sorts of solutions might make sense for your community. You know, in a suburban or a rural community, ADUs or minimum loss size reform might make sense. And an urban community, removing your parking mandates, allowing for more multifamily, allowing for missing middle, make more sense.   Keith Weinhold  36:06 There sure are some encouraging signs. There was there any last thing that a person should know, especially a real estate investor type audience that's interested in buying a property and renting it out to a tenant for the production of income? Is there anything that our group really ought to know about zoning and the direction that things are moving, what to look for and what to be careful of?   Nolan Gray  36:28 Well, as your audience probably knows, you know that first essential step for your mom and pop local real estate investor is often a duplex, a triplex, a four Plex, historically, that was an absolutely essential source of middle class wealth building. Yeah, right. And you can see these in so many historic neighborhoods. And to the extent that we've made those exact typologies so incredibly hard to build, we've cut off this very valuable source of democratic, decentralized wealth building that we need to actually encourage as real estate investors and professionals, in many cases, you're an authority figure with your local policymakers and your local planners, and you can say to them, Hey, here's my perspective on what's happening in the market. You know, we have a shortage of a certain type of small scale multifamily or making this case. You know, I talked to a lot of elected officials, and when I say starter home, I think they still think of the bungalow on the 5000 square foot lot with the two car garage. But a starter home in 2024 might be a townhouse, two bedroom condo, a small lot, single family home. These are the types of stories that real estate investors and professionals are trusted advocates on, and you can make that case and explain to local policymakers. Hey, here's the change that we need or explaining. Hey, I wanted to add an additional unit to a property that I own, or I wanted to redevelop a property I own to add a lot more housing. And these were the barriers that I faced that's incredibly valuable information for your local policymakers and planners. And I would say, you know, look around many US, cities and states now have very active yimby or, Yes, in my backyard groups. Go connect up with them. You could be a valuable, trusted expert for them, somebody that they can learn more about the situation with real estate markets, and they can be more effective advocates for policy that I think a lot of us would like to see.   Keith Weinhold  37:58 And when it comes to changing NIMBY people to yimby people, and we look at esthetics and adu in the back, that really doesn't change aesthetics on the street front. And I've seen very smart, careful designs of duplexes, triplexes and fourplexes that really look just like single family homes from the Street View level. So there really are some ways around this. You've given us some really good ideas today. Nolan, hey, well, someone wants to learn more about you and your work and zoning. What's the best way for them to do that?   Nolan Gray  38:30 Well, I'm on the platform formerly known as Twitter. I'm @mnolangray, M, N, O, L, E, N, G, R, A, y, so feel free to find me there and reach out. And I have a book Arbitrary Lines, how zoning broke the American city and how to fix it. Check that out. If you're at all interested in this, always reach out. Love to hear from folks. Thanks so much for having me, by the way.   Keith Weinhold  38:50 All right, well, I hope our audience didn't zone out. It's been great. Chat with you. Nolan, thanks so much for coming on to the show. Yeah, a thought provoking discussion with California yimbys Nolan Gray there it's essentially illegal to build affordable housing in a lot of areas with the way that these zoning laws are written, allowing for more dense building that can limit this ugly urban sprawl, and this makes me think about an Instagram account that I follow. It's called how cars ruined our cities, or some names similar to that. It shows, for example, a picture of how a highway interchange in sprawling Houston has an area so large that you could fit an entire Italian town inside of it. And these sprawl problems compound when a lot size must be, say, at least a quarter acre or a half acre. The tide is turning toward allowing more dense building in some places like we touched on, but it's too bad that it took a. Visible housing crisis to make this happen. I mean, visible like more homeless people out on the street. It took that almost for municipalities to start doing something about all of this. Our guest has quite a following on X. Again, you can find his handle there @mnolangray on X and the image on his account cover it shows someone holding up a sign that reads, zoning kills dreams. Hmm, big thanks to the terrific Nolan gray today until next Monday, when I'll be back here to help you actionably build your Real Estate Wealth. I'm Keith Weinhold. Don't quit your Daydream.   Unknown Speaker  40:44 Nothing on this show should be considered specific, personal or professional advice. Please consult an appropriate tax, legal, real estate, financial or business professional for individualized advice. Opinions of guests are their own. Information is not guaranteed. All investment strategies have the potential for  profit or loss. The host is operating on behalf of Get Rich Education LLC, exclusively.   Keith Weinhold  41:12 The preceding program was brought to you by your home for wealth building,  GetRichEducation.com.  

Giant Robots Smashing Into Other Giant Robots
537: Navigating the Startup Ecosystem with Marc Gauthier

Giant Robots Smashing Into Other Giant Robots

Play Episode Listen Later Aug 8, 2024 45:49


In the latest episode of the "Giant Robots On Tour" podcast, hosts Rémy Hannequin and Sami Birnbaum welcome Marc G. Gauthier, a solopreneur and startup coach, who shares his journey from software development to becoming the founder and developer of The Shadow Boxing App. Marc describes how his interest in software engineering began at a young age with QBasic and evolved through various leadership roles at companies like Drivy (now Getaround) and Back Market. His early passion for gaming led him to learn coding, and over time, he naturally transitioned into management roles, finding excitement in organizing and leading teams while maintaining his love for building products. During the episode, Marc discusses the challenges and intricacies of scaling startups, emphasizing the importance of balancing speed and reliability in software development. He recounts his experiences in leadership positions, where he faced the dual task of managing rapid team growth and maintaining software efficiency. Marc also shares insights into the startup ecosystem, noting that most startups struggle to achieve success due to a combination of market timing, team dynamics, and resource management. His own venture, The Shadow Boxing App, represents his attempt to return to hands-on coding while leveraging his extensive experience in startup coaching and advising. Marc also touches on the role of AI in the future of software development, expressing cautious optimism about its potential to augment human workflows and automate repetitive tasks. He advises current and aspiring developers to embrace AI as a tool to enhance their capabilities rather than a replacement for human ingenuity. Marc concludes by highlighting the importance of realistic expectations in the startup world and the need for continuous learning and adaptation in the ever-evolving tech landscape. Getaround (https://getaround.com/) Follow Getaround on LinkedIn (https://www.linkedin.com/company/getaround/), Facebook (https://www.facebook.com/getaround), X (https://twitter.com/getaround), YouTube (https://www.youtube.com/getaround), or Instagram (https://www.instagram.com/getaround/). Back Market (https://www.backmarket.com/en-us) Follow Back Market on LinkedIn (https://www.linkedin.com/company/back-market/), Facebook (https://www.facebook.com/BackMarketCom), X (https://x.com/backmarket), or Instagram (https://www.instagram.com/backmarket). The Shadow Boxing App (https://shadowboxingapp.com/) Follow Marc Gauthier on LinkedIn (https://www.linkedin.com/in/marcggauthier/). Follow thoughtbot on X (https://twitter.com/thoughtbot) or LinkedIn (https://www.linkedin.com/company/150727/). Transcript: RÉMY:  This is the Giant Robots Smashing Into Other Giant Robots podcast, the Giant Robots on Tour series coming to you from Europe, West Asia, and Africa, where we explore the design, development, and business of great products. I'm your host, Rémy Hannequin. SAMI: And I'm your other host, Sami Birnbaum. RÉMY: If you are wondering who we are, make sure you find the previous podcast where we introduced the Giant Robots on Tour series by throwing random icebreakers at each other. And find out that Jared likes it when someone takes the time to understand someone else's point of view. Joining us today is Marc G Gauthier, a Solopreneur and Startup Coach. Marc, you used to be VP of Engineering at Drivy, now known as Getaround, and also Director of Engineering at Back Market. You also have been a coach and advisor to a startup for over a decade. Currently, your current adventure is being the Founder and Developer of The Shadow Boxing App available on the Apple App Store. We always like to go back to the start with our guests. Everyone has a story, and we are interested in your journey. So, Marc, what led you into the world of software engineering in the first place? MARC: Hello. Well, happy to be here. And, yeah, I started getting into software development quite a long time ago. I actually learned software development with QBasic when I was something like seven. And, from there, I just kept on learning, learning, and learning and got into school for it, then worked in different startups, and then moved into more leadership position management. And I'm now, like, coaching people and building my own product. What do you want to get? Because it's broad. I've been doing it for quite a while. Like, I don't think the QBasic days are that insightful. The only thing I remember from that time is being confused by the print comment that I would expect it to print on my printer or something, but it didn't; it just printed on the screen. That's the only thing I have from back then. SAMI: Why at seven years old? And I'm taking you back too far, but at seven years old, I was probably collecting Pokémon cards and possibly like, you know, those football stickers. I don't know if you had the Panini stickers. MARC: Oh yeah, I was doing that as well. SAMI: But you were doing that as well. But then what drove you at that age? What do you think it was that made you think, I want to start learning to code, or play around with the computer, or get into tech? MARC: [laughs] Yeah. Well, I remember, back then, I really wanted a computer to play games. Like, I had a friend who had a computer. He was playing games, and I wanted to do that. So, I was asking my mom to have a computer, and she told me, "Yeah, you can have one." And she found a really old computer she bought from a neighbor, I think. But she told me like, "I don't know anything about it. So, you have to figure it out and set it up." And she just found someone to kind of help me. And this person told me to, like, take the computer apart. She taught me a bit of software development, and I kind of liked it. And I was always trying to change the games. Back then, it was way easier. You could just edit a sound file, and you would just edit the sound file in the game, so yeah, just learning like this. It wasn't really my intent to learn programming. It just kind of happened because I wanted to play video games really. SAMI: That's really cool. It's really interesting. Rémy, do you remember how...how did you first get...do you remember your first computer, Rémy? RÉMY: My first computer, I think I remember, but the first one I used it was, first, a very long time ago. I discovered that it was an Apple computer way, way later when I discovered what Apple was and what computers were actually. And I just remember playing SimCity 2000 on it, and it was amazing. And we had to, you know, cancel people from making phone calls while we were on the computer because of the internet and all the way we had to connect to the internet back then. And after that, just, I think, Windows 95 at home. Yeah, that's the only thing I can remember actually. Because I think I was lucky, so I got one quite early. And I don't really remember not having one, so I was quite lucky with that. And so, I was always kind of in the computer game without being too much [inaudible 05:02] [laughs]. SAMI: Yeah, I think that's similar to me as well. Like, it's interesting because my initial introduction to computers would have been watching my older brothers kind of play computer games and actually being told to get out the room, or like, you know, "We're busy now. Don't bother us." And then, what actually happened is when they left the room, I managed to play what they were playing, which was the first ever GTA. I don't know if anyone ever played this, but it is so cool if you look back on it. You could probably find emulators online, but it was, like, a bird's eye view, like, way of operating. And it was probably also that drive where you get frustrated on a computer because you want to do something, so, like you were saying, Marc, where you went to edit the sound files because you want to change something. You want to do something. I definitely think that is something which I felt as well is that frustration of I want to change this thing. And then, that kind of gets into well, how does it work? And if I know how it works, then I can probably change it. MARC: Yeah. And once you figure out how things work, it's also really exciting. Like, once you figure out the initialization file on Windows, like, you can edit, like, what level is unlocked right away. It's kind of cheat codes but not really. And there are some really fun ones. Like, I would edit sound files for racing games. And, usually, it's just a base sound file, and then they would pitch shift the sound to make it sound like an engine. So, if you record your voice, it's just really funny. RÉMY: So, Marc, you mentioned moving to management positions quite early. Do you remember what made you do this move? Was it for, like, a natural path in your career, or was it something you really wanted from the first part of your career as a developer? What happened at this moment? MARC: Yeah, that was not completely planned. Like, I don't think I really plan my career precisely. It's just something that happens. So, I joined Drivy after, like, I was already a software engineer for, like, five years at that point. I joined as a lead backend engineer. I did that for three years. And after three years, the company went from...I think there was, like, three software engineers to a dozen. There was a need for more structure, and the CTO, at the time so, Nicolas, wanted to focus more on products. And it was hard to do both, like do the product side, the design, the data, and do the engineering, the software, and so on. So, he wanted to get a bit away from software engineering and more into product. So, there was a gap in the organization. I was there. I was interested to try, and I was already doing some more things on the human side, so talking to people, organizing, internal communication. I kind of liked it. So, I was excited to try, give it a try. It was really interesting. I found that it was a different way to have an impact on the team. I just kept doing it. And my plan was to keep doing it until I'm bored with it. And I'm still not bored with it, even though you kind of miss just actually building the software yourselves, actually coding. So, that's also why I'm trying something different right now with my mobile app adventure. SAMI: Right. So, on the side, you've got this Shadow Boxing App, which, in my dedicated research, I downloaded and had a go with it. MARC: Did you actually try it, or did you just click around? SAMI: I did a proper workout, mate. I did. I put myself as, like, the absolute beginner. I did it on my MacBook Pro. I know it's built for iPad or iPhone, but it still worked amazingly well. And it kind of reminded me why I stopped doing boxing because it's hard work. MARC: [laughs] Yeah, it is. SAMI: It's not a gimmick this thing, right? So, it's like, the best way to describe it is it's essentially replacing if I was to go to the gym and have a trainer who's telling me kind of the moves to make or how to do it, then this kind of replaces that trainer. So, it's something you can do at home. It was really cool. I was surprised, actually. I thought, at the beginning, it's not going to be that interactive, or it won't actually be as hard or difficult as a workout, and it really was. So, it's, yeah, it was really cool, really interesting to try it. And going into that, you say you wanted to get back more into coding, and that's why you are doing this kind of, like, app on the side, or it allowed you to kind of do a bit more coding away from the people management. You've been involved in a lot of startups, and I actually often get...as consultants, when we work at thoughtbot, we get a lot of people who come with different startup ideas. When you look back at all the startups you've been involved with, do you think more startups are successful than those that fail? Or have you seen a lot of startups...actually, people come with these great ideas; they want to build this amazing product, but it's actually really hard to be a successful product? MARC: I think it's [inaudible 10:22] how to have the right idea, be at the right spot at the right time, build the right team, get enough momentum. I think most startups fail, and even startups that are successful often can be the result of a pivot. Like, I know companies that pivoted a bunch of times before finding any success. So, it's really hard actually...if I take my past four companies, only two are still alive. Like, the first two went under. Actually, there's even more companies that went under after I left. Yeah, it's just really hard to get anything off the ground. So, yeah, it's complicated, and I have a lot of respect for all the founders that go through it. For The Shadow Boxing App, I worked on it for the past three years, but I'm only working on it almost full-time for the past two months. And it was way safer. I could check the product-market fit. I could check if I enjoyed working on it. So, I guess it was easier. I had the luxury of having a full-time job. Building the app didn't take that much time. But to answer your question, I think, from my experience, most startups fail. And the ones that succeed it's kind of lightning in a bottle, or, like, there's a lot of factors that get into it. It's hard to replicate. A lot of people try to replicate some science, some ideas. They go, oh, we'll do this, and we'll do that. And we use this technique that Google uses and so on, but it's never that straightforward. SAMI: Yeah, I'm so happy you said that because I think it's a real brutal truth that I'd also say most of the startup projects that I've worked on probably have failed. Like, there's very few that actually make it. It's such a saturated market. And I think, I guess, in your role as advising startups, it's really good to come in with that honesty at the beginning and to say, "It's a big investment if you want to build something. Most people probably aren't successful." And then, when you work from that perspective, you can have, like, way more transparent and open discussions from the get-go. Because when you're outside of tech...and a lot of people have this idea of if I could just get an app to do my idea, I'm going to be the next Facebook. I'm going to be the next, you know, Amazon Marketplace. And it just kind of isn't like that. You've got these massive leaders in Facebook, Amazon, Google, Netflix. But below that, there's a lot of failures and a massively saturated market. So, yeah, just, it's so interesting that you also see it in a similar way. MARC: What I saw evolve in the past 10 years is the fact that people got more realistic with it. So, maybe 10 years ago, I would have people coming to me with just the most ridiculous idea, like, you know, I'll do Airbnb for cats. And really think, yeah, I just need a good idea, and that's it. But now I feel like people kind of understand that it's more complicated. There's way more resources online. People are more educated. They also see way more successes. Failures are also a bit more advertised. We saw a bunch of startups just go under. It feels like every month I get an email from a tool I used in the past saying, "Oh, we're shutting down," and so on. So, I think it's not as bad as 10 years ago where weekly I would have just people asking me, "I want to build this app," and the app would be just the most ridiculous thing or something that would be really smart, but it's really like, "Oh, I want to do, like, food delivery but better than what exists." It's like, yeah, that's a really good idea, but then you need...it's not only software. There's logistics. There's so much behind it that you don't seem to understand just yet. But, as a coach, so, what I'm doing is I'm helping startups that are usually before or after series A but not too large of startups just go to the next stage. And people are really aware of that and really worried. Like, they see money going down, market fit not necessarily being there. And they know, like, their company is at risk. And especially when you talk to founders, they're really aware that, you know, everything could be collapsing really quickly. If they make, like, three really bad decisions in a row, you're basically done. Obviously, it depends on the company, but yeah, people are more aware than before, especially nowadays where money is a bit harder to get. Let's say two years ago, there was infinite money, it felt like. Now it's more tight. People are more looking at the unit economics precisely. So, people need to be more realistic to succeed. RÉMY: What's the kind of recurrent struggle the startups you coach usually face? Apparently, it quite changed in the past decade, but maybe what are the current struggles they face? MARC: It really depends. It's kind of broad. But, usually, it would be, let's say, a startup after their first round of funding, let's say, if you take startups that are looking for funding. So, you usually have a group of founders, two to four, usually two or three, that are really entrepreneurs that want to bootstrap some things. They're builders. They're hacking things together, and they're really excited about the product. And, suddenly, fast forward a few years, they're starting to be successful, and they have to lead a team of, you know, like, 50 people, 100 people, and they weren't prepared for that. They were really prepared to, like, build software. Like, especially the CTOs, they are usually really great hackers. They can, like, create a product really quickly. But, suddenly, they need to manage 30 engineers, and it's completely different, and they're struggling with that. So, that's a common problem for CTOs. And then, it creates a bunch of problems. Like, you would have CEOs and CTOs not agreeing on how to approach the strategy, how to approach building a thing. What should be the methodology? Something that worked with 3 engineers around the table doesn't work with 50 engineers distributed in 5 countries. And if it's your first time being a CTO, and often founders of early-stage startups are first-time CTOs, it can be really hard to figure out. MID-ROLL AD: Are your engineers spending too much time on DevOps and maintenance issues when you need them on new features? We know maintaining your own servers can be costly and that it's easy for spending creep to sneak in when your team isn't looking. By delegating server management, maintenance, and security to thoughtbot and our network of service partners, you can get 24x7 support from our team of experts, all for less than the cost of one in-house engineer. Save time and money with our DevOps and Maintenance service. Find out more at: tbot.io/devops. RÉMY: In your past companies, so you've been VP and CTO. So, in your opinion, what's the best a VP or a CTO can bring to a scaling startup? What are your best tips to share? MARC: I guess it depends [laughs], obviously, like, depending on the stage of the company, the size of the company. For instance, when I was at Drivy, at some point, the most important thing was scaling the team hiring, and so on. But, at some point, we got acquired by Getaround, and the priorities got shifted. It was more like, okay, how do you figure out this new setup for the company and the team? Like, what is good? What is bad? How do you communicate with the team? How do you get people to stay motivated when everything is changing? How do you make sure you make the right decisions? And then, when I joined Back Market, Back Market when I joined, I had a team of a bit less than 12 engineers reporting directly to me. And after a bit more than a year, I had 60, and I hired most of them. So, here the challenge was just scaling insanely fast. Like, the company is really successful. Like, Back Market is selling refurbished electronics in a mission to, you know, provide a viable alternative to buying new electronics. So, it's basically, do you want a smartphone that is both cheaper and more ecologically viable? And most people would say yes to that. So, a company is insanely successful, but it's really hard to scale. So, at that point, the role was, okay, how do you make sure you scale as well as possible with a lot of pressure while still leaving the team in a state that they're able to still build software? Because it's just really chaotic. Like, you can't, like, 5X your team without chaos. But how do you minimize that but still go really fast? SAMI: Yeah. So, not only did I try that Shadow App. I actually went on that Backup website. What's it called? It's not called Backup. What's it called again? MARC: Back Market. SAMI: Back Market. Thank you. Yeah, it was really cool. I checked my old iPhone SE from 2020, which I've kept for about...over three years, I've had this iPhone. And they said they would give me $72 for it, which was really cool. So, it sounds like a really cool idea. MARC: That's something we worked on, which is, basically, if you have any old phones in your drawer, it's a really bad spot for them. And so, there's a service. You go on the website. You say, "I have this, I have that; I have this, I have that." And either we buy it from you, or we just take it away from you, and we recycle them, which is much better than just having them collect dust. SAMI: Yeah, no, it's a great idea. What interested me when you were speaking about kind of these different positions that you've been in, I was almost expecting you to talk about maybe, like, a technical challenge or code complexity difficulty. But, actually, what you've described is more people problems. And how do we scale with regards to people, and how do we keep people motivated? So, I guess using that experience, and this might be counterintuitive to what a lot of people think, but what do you think is the hardest thing about software development? I know there could be many things. But if you had to pick something that is the most difficult, and maybe we can all have an answer to what we think this is, but starting with you, Marc, what do you think is the hardest thing about software development then? MARC: What I saw is how do you build something that works for enough time to bring value to the customers? So, it's easy to hack something together pretty quickly and get it in front of people, but then it might not be reliable. It might break down. Or you could decide to build something perfect and spend, like, two years on it and then ship it, and then it's really stable, but maybe it's not what people want. And finding this balance between shipping something fast, but shipping something that is reliable enough for what you're building. Obviously, if you're building a health care system, you will have more, like, the bar will be higher than if you build, like, Airbnb for cats. Finding this balance and adjusting as you go is really hard. So, for instance, when do you introduce caching? Because, obviously, caching is hard to do right. If you don't do it, your site will be slow, which can be okay for a time. But then if you introduce it too late, then it's really hard to just retrofit into whatever you already have. So, finding the right moment to introduce a new practice, introduce a new technology is tricky. And then, like, I talked a lot about the people, and it's also because I spent quite a bit of time in leadership position. But, at the end of the day, it will be the people writing the code that gets the software to exist and run. So, having people aligned and agreeing on the vision is also key because unless I'm the only developer on the project, I can't really make all decisions on things that are going to get built. So, figuring out how to get people motivated, interested in just building in the same direction is really important. It's really easy. Like, one thing with Drivy, when I was there, that was really fun to see, like, many people have this reaction, especially the more senior people joining the company. They would see the engineering team, and they were really, really surprised by how small it was because we were being really, really efficient. Like, we were paying really close attention to what we would work on. So, kind of technology we would introduce would be quite conservative on both to really be able to deliver what is the most important. So, we were able to do a lot with, honestly, not a lot of people. And I think this is a great mark for success. You don't need a thousand people to build your software if you ask the right question, like, "Do I need to build X or Y?" and always having these discussions. RÉMY: What's your opinion on that, Sami? SAMI: Yeah, I guess it changes. Like, for example, today, the hardest thing about software development was just getting Jira to work. That has literally ruined my whole day. But I've found, for me, what I find is the most difficult thing to do is making code resilient to change. What I mean by that is writing code that's easy to change. And a lot of that, I guess, we try to work on at thoughtbot, as consultants, is following kind of design principles and best practices and certain design patterns that really make the code easy to change. Because that, I think, when I'm writing code is the biggest challenge. And where I feel when I'm working with our clients one of the biggest things they can invest in, which is difficult because there's not a lot of visibility around it or metrics, is ensuring that code that's written is easy to change because, at some point, it will. And I've also worked on systems which are bigger, and when you can't change them, conversations start happening about the cost of change. Do we rewrite it from the ground up again? And that opens a whole different can of worms. So, that, for me, I think, is definitely one of the hardest things. How about yourself, Rémy? RÉMY: I don't know about the most difficult. I mean, there are many things difficult. But I remember something that I had to put extra effort, so maybe it was one of the most difficult for me. When I started being a consultant, when I joined thoughtbot was to understand what's the boundary between executing and giving an advice? So, basically, I discovered that when you're a consultant, but it works also when you're a developer in a team, you know, you're not just only the one who is going to write the code. You're supposed to be also someone with expertise, experience to share it and to make the project and the team benefit from it. So, at some point, I discovered that I should not just listen to what the client would say they want. Obviously, that's what they want, but it's more interesting and more difficult to understand why they want it and why they actually need, which could be different from what they want. So, it's a whole different conversation to discover together what is actually the necessary thing to build, and with your expertise and experience, try to find the thing that is going to be the most efficient, reliable, and making both the client and the customers happy. MARC: Yeah. And as software engineers, it's really easy to get excited about a problem and just go, "Oh, I could solve it this way." But then you need to step back and go, "Well, maybe it doesn't need fixing, or we should do something completely different." At some point, I was working with a customer service organization. In their workflows, they had to go on, let's say, five different pages and click on the button to get something to do one action. And so, what they asked for is to have those five buttons on one single page, and so, they could go, click, click, click, click, click. But after looking at it, what they needed is just automation of that, not five buttons on the page. But it's really easy to go, oh, and we could make those buttons, like, kind of generic and have a button creator thing and make it really fancy. When you step back, you go, oh, they shouldn't be clicking that many buttons. SAMI: Yeah, that makes so much sense because just in that example...I can't remember where I read this, but every line of code you write has to be maintained. So, in that example where you've got five buttons, you're kind of maintaining probably a lot more code than when you've got the single button, which goes to, I don't know, a single action or a method that will handle kind of all the automation for you. And that's also, you know, driving at simplicity. So, sometimes, like, you see this really cool problem, and there's a really cool way to solve it. But if you can solve it, you mentioned, like, being conservative with the type of frameworks maybe you used in a previous company, like, solve it in the most simple way, and you'll thank yourself later. Because, at some point, you have to come back to it, and maintain it, change it. Yeah, so it makes a lot of sense. And, Marc, you said you started when you were 7, which is really young. Through that amount of time, you've probably seen massive changes in the way websites look, feel, and how they work. In that time, what's the biggest change you actually think you've seen? MARC: The biggest thing I saw is, when I started, internet didn't exist or at least wasn't available. Like, I remember being at school and the teacher would ask like, "How many people have a computer at home?" And we'd be like, two or three people. So, people didn't have internet until I was like 14, 15, I'd say. So, that's the biggest one. But, let's say, after it started, they just got more complicated. Like, so, the complexity is getting crazy. Like, I remember, at some point, where I saw I think it was called Aviary. It was basically Photoshop in the browser, and I was just insanely impressed by just the fact that you could do this in the browser. And, nowadays, like, you've got Figma, and you've got so many tools that are insanely impressive. Back then, it was just text, images, and that's it. I actually wrote a blog post a few years ago about how I used to build websites just using frames. So, I don't know if you're familiar with just frames, but I didn't really know how to do divs. So, I would just do frames because that's what I understood back then, again, little kid. But it was kind of working. You were dealing with IE 5 or, like, I remember, like, professionally fixing bugs for IE 5.5 or, like, AOL, like, 9, something ridiculous like this. So, building a website just got way easier but also way more complicated, if that makes sense. Like, it's way easier to do most things. For instance, I don't know, like, 20 years ago, you wanted a rounded corner; you would have to create images and kind of overlay them in a weird way. It would break in many cases. Nowadays, you want rounded corners? That's a non-topic. But now you need, like, offline capabilities of your website. And, in a lot of cases, there's really complex features that are expected from users. So, the bar is getting raised to crazy levels. SAMI: Yeah, I always wonder about this. Like, when you look at how the internet used to be and how people develop for the internet, and, like you're saying, now it's more complex but easier to do some things. I don't know if as developers we're making things harder or easier for ourselves. Like, if you look at the amount of technology someone needs to know to get started, it grows constantly. To do this, you have to add this framework, and you need to have this library, and maybe even a different language, and then, to even host something now, the amount of technologies you need to know. Do you think we're making things harder for ourselves, or do you think easier? MARC: Well, I guess there's always back and forth, like, regarding complexity. So, things will get really, really complex, and then someone will go, "Well, let's stop that and simplify." That's why, like, I'm seeing some people not rejecting React and so on, but going a simpler route like Rails has options like this. There's people using HTMX, which is really simple. So, just going back to something simpler. I think a lot of the really complex solutions also come from the fact that now we have massive teams building websites, and you need that complexity to be able to handle the team size. But it's kind of, then you need more people to handle the complexity, and it's just getting crazy. Yeah, honestly, I don't know. I'm seeing a lot of things that feel too complex for...like, the technology feels really complicated to accomplish some things that should be simple or at least feel simple. But, at the same time, there are things that got so simple that it's ridiculous like just accepting payment. I remember, like, if you wanted to accept payment on a site, it would be months of work, and now it takes a minute. You just plug in Stripe, and it works. And it's often cheaper than what it used to be. So, it's kind of...or deploying. You mentioned deploying can be really hard. Well, you don't need to have a physical server in your room just eating your place up to have your website, your personal website running. You just push it to Vercel, or Heroku, or whatever, or just a static page on S3. So, this got simpler, but then, yeah, you can get it to be so much more crazy. So, if you host your static website on S3, fairly simple. But then if you try to understand permissions on S3, then, you know, it's over. RÉMY: I don't know if it's really in the path of our discussion. I just wanted to ask you, so this is the on tour series, where we...so, usually, the Giant Robots podcast used to be a little bit more American-centric, and this on tour is moving back to the other side of the Atlantic with, again, Europe, West Asia, and Africa. You've been part of a company, Drivy, which expanded from France to neighboring countries in Europe. What could you tell our listeners about how to expand a business internationally? MARC: That's a tough question, especially in Europe. Because I know looking from the outside, like, if you're from the U.S. and you look at Europe, it feels like, you know, a uniform continent, but really, it's very different. Like, just payment methods are different. Culture is very different. For instance, when I was working at Back Market in France, one of the branding aspects of Back Market was its humor. Like, we would be making a lot of jokes on the website, and it would work really well in France. Like, people would love the brand. But then you expand to other countries, and they just don't find that funny at all. Like, it's not helping at all, and they're expecting a different tone of voice. So, it's not just, okay, I need to translate my own page; it's I need to internationalize for this market. I guess my advice is do it country by country. Sometimes I see companies going like, oh, we opened in 20 different countries, and you go, how even do you do that? And spend some time understanding how people are using your product or, like, a similar product locally because you would be surprised by what you learn. Sometimes there's different capabilities. For instance, when Drivy went to the UK, there's so much more you can learn. There's the government database that you can look up, and it really helps with managing risk. If people are known to steal cars, you can kind of figure it out. I'm simplifying a bit, but you can use this. You don't have that in France because we just don't have this solution. But if you go to Nordic countries, for instance, they have way more electric vehicles, so maybe the product doesn't work as well. So, it's really understanding what's different locally and being willing to invest, to adapt. Because if you go, okay, I'm going to open in the Netherlands but you don't adopt the payment methods that are used in the Netherlands, you might as well not open at all. So, it's either you do it properly and you kind of figure out what properly means for your product, or you postpone, and you do it well later. Like, right now, I'm struggling a bit with my app because it's open. So, it's on the App Store, so it's open globally. And it's a SaaS, so it's simpler, but I struggle with language. So, it's in French and English. I spoke both of this language, obviously, French better than English. But I think I'm doing okay with both. But I also built it in Spanish because I speak some Spanish fairly poorly, and I wanted to try to hit a different market like the Mexican market that are doing boxing quite a lot. But the quality doesn't seem there. Like, I don't have the specific boxing lingo, so I'm contemplating just rolling it back, like, removing the Spanish language until I get it really well, maybe with a translator dedicated to it that knows boxing in Spanish. Because I work with translators that would translate, but they don't really know that, yeah, like a jab in boxing. In Spanish, they might also say, "Jab." They won't translate it to, like, [inaudible 38:31]. SAMI: Yeah. At thoughtbot, we have one of our clients they wanted to release their app also internationally. And so, we had also kind of a lot of these problems. We even had to handle...so, in some languages, you go from left to right, right to left. So, that kind of also changed a lot of the way you would design things is mainly for people who are going from left to right. I mean, that's thinking kind of more Europe, U.S.-centric. And then, you could be releasing your app into a different country where they read the other direction. So, yeah, a lot of this stuff is really interesting, especially the culture, like you're saying. Do they find this humor funny? And then, how do they translate things? Which, in my head, I think, could you use AI to do that. Which is a nice segue into, like, the mandatory question about AI, which we can't let you go until we ask you. MARC: [laughs] SAMI: So, okay, obviously, I'm going to ask you about your thoughts on AI and where you think we're headed. But I've seen something interesting, which I don't know if this is something that resonates with you as well. I've seen a bit of a trend where the more experienced developers or more senior developers I talk to seem to be a bit more calm and less concerned. Whereas I would consider myself as less experienced, and I feel, like, kind of more anxious, more nervous, more jumping on the bandwagon sort of feeling of keeping an eye on it. So, I guess, with your experience, what are your thoughts on AI? Where do you think we are headed? MARC: That's a big question, and it feels like it's changing month to month. It feels way more interesting than other trends before. Like, I'm way more excited about the capabilities of AI than, like, NFTs or stuff like this. I'm actively using AI tooling in my app. I was using some AI at Back Market. So, it's interesting. There's a bunch of things you can be doing. Personally, I don't think that it's going to, like, make programming irrelevant, for instance. It will just change a bit how you will build things just like...so, we talked about what changed in the past. For instance, at some point, you would need a team of people moving around physical computers and servers and just hooking them up to be able to have a website. But now, most people would just use a cloud provider. So, all those people either they work for the cloud provider, or they're out of a job. But really what happened is most shifted into something different, and then we focused on something different. Instead of learning how to handle a farm of servers, we learned how to, I don't know, handle more concurrency in our models. And I think when I look back, I feel like, technically, maybe, I don't know, 70%, 80% of what I learned is now useless. Like, I spent years getting really good at handling Internet Explorer as a web developer. Now it's just gone, so it's just gone forever. And it feels like there's some practice that we're having right now that will be gone forever thanks to AI or because of AI, depending on how you look at it. But then there'll be new things to do. I'm not sure yet what it will be, but it will create new opportunities. There are some things that look a bit scary, like, or creepy. But I'm not worried about jobs or things like this. I'm a bit concerned about people learning programming right now because, yeah, there's a lot of hand-holding, and there's a lot of tools that you have to pay to get access to this hand-holding. So, if you're a student right now in school learning programming and your school is giving you some AI assistant, like Copilot or whatever, and this assistant is really good, but suddenly it goes away because you're not paying anymore, or, like, the model change, if you don't know how to code anymore, then it's a problem. Or maybe you're not struggling as much. And you're not digging deep enough, and so you're learning slower. And you're being a bit robbed of the opportunity to learn by the AI. So, it's just giving you the solution. But it's just, like, the way I use it right now, so I don't have an assistant enabled, but I usually have, like, a ChatGPT window open somewhere. It's more like a better Stack Overflow or a more precise Stack Overflow. And that helps me a lot, and that's really convenient. Like, right now, I'm building mostly using Swift and Swift UI, but I'm mainly a Ruby and JavaScript developer. So, I'm struggling a lot and being able to ask really simple questions. I had a case just this morning where I asked how to handle loading of images without using the assets folder in Xcode. I just couldn't figure it out, but it's really simple. So, it was able to tell me, like, right away, like, five options on how to do it, and I was able to pick the one that would fit. So, yeah, really interesting, but yeah, I'm not that worried. The only part I would be worried is if people are learning right now and relying way too much on AI. RÉMY: Well, at least it's positive for our job. Thank you for making us believe in a bright future, Marc. MARC: [laughs] RÉMY: All right. Thank you so much, Marc, for joining us. It was a real pleasure. Before we leave, Marc, if you want to be contacted, if people want to get a hold of you, how can you be contacted? MARC: There's two ways: either LinkedIn, look up Marc G Gauthier. Like, the middle initial is important because Marc Gauthier is basically John Smith in France. My website, which is marcgg.com. You can find my blog. You can find a way to hire me as a coach or advisor. That's the best way to reach out to me. RÉMY: Thank you so much. And thank you, Sami, as well. You can subscribe to the show and find notes along with a complete transcript for this episode at giantrobots.fm. If you have any questions or comments, you can email us at hosts@giantrobots.fm. You can find me on social media as rhannequin. This podcast is brought to you by thoughtbot and produced and edited by Mandy Moore. Thanks for listening, and see you next time.  AD: Did you know thoughtbot has a referral program? If you introduce us to someone looking for a design or development partner, we will compensate you if they decide to work with us. More info on our website at: tbot.io/referral. Or you can email us at: referrals@thoughtbot.com with any questions.

Dev Game Club
DGC Ep 398: The Sims (part four)

Dev Game Club

Play Episode Listen Later Jul 24, 2024 68:25


Welcome to Dev Game Club, where this week we complete our series on 2000's The Sims. We give some anecdotes, Tim builds his own from the ground up, and of course, we turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few more hours Issues covered: losing the alien, making the middle-of-the-road character, pecs and glutes, not being able to hire, having to have someone work on the house full time, the light bulbs need replacement, building a house from scratch, a one-room apartment, getting to know your Sim by them walking around, the dread setting in, finding a daily schedule, the newspaper, managing one of the Sims, the chaos of several Sims, figuring out the daily morning routine, getting repeatedly burgled, fighting for detente, finding perfect synchrony, a lonely Sim existence, proactive socialization and obligations, preferring the remove of fantasy or science fiction, how you feel about this game at different points in life, finding other demographics, object encapsulation, gravity wells, attaching animation to the objects themselves, the online stories of the Sims, high value UI choices, realism leading to anxiety, finding the right level of abstraction but simulating a lot of life, breadth and depth, a wider range of feelings, progression vs maintenance, exposing the bars all the time, the design choices we make and the commentary that results, astrological signs, the things I thought about, Zen and the importance of weekends, teams make games. Games, people, and influences mentioned or discussed: Mr. Rogers, Piet Mondrian, Bob Newhart, Mia Goth, Will Wright, Grand Theft Auto, SimCity, Sid Meier, Animal Crossing, Nintendo Switch, Portal (obliquely), Halo, World of Warcraft, Maxis, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: ? Links: Alice and Kev (Sims 3 story) Animal Crossing Mom Twitch: timlongojr, Twitter/Threads/Insta: @devgameclub Discord DevGameClub@gmail.com

Walk Talk Listen Podcast
Building SimCity for Real with Florian Witsenburg - Walk Talk Listen (Episode 160)

Walk Talk Listen Podcast

Play Episode Listen Later Jul 24, 2024 63:24


Florian Witsenburg is the co-founder and CEO of Tygron, a Netherlands-based company renowned for its advanced software solutions in urban planning and environmental modeling. Florian also opens up about his personal life as for example talks about the competitive spirit that has always existed between him and his brother, a dynamic that continues to influence him today. He also reminisces about his youth, filled with water activities such as skating and sailing, and his academic pursuit of hydrology, which laid the foundation for his current work. A particularly engaging part of our discussion is Florian's story when he is asked about an example of a successful project of his company. For those interested in learning more about this project, Florian directs listeners to Tygron's blog on the Tygron's website.   Florian also responds to a question posed by our previous guest, bass player Noah Jackson, who recently released his latest album on July 15, 2024. This episode offers a blend of professional expertise and personal anecdotes, providing a comprehensive look at the man behind the innovative company, Tygron.   Listener Engagement: Discover the songs picked by Florian and other guests on our #walktalklisten here.  Connect with Florian's social media: Instagram and Youtube. Share your thoughts on this episode at innovationhub@cwsglobal.org. Your feedback is invaluable to us. Follow Us: Support the Walk Talk Listen podcast by liking and following us on Twitter and Instagram. Visit our website at 100mile.org for more episodes and information about our initiatives. Check out the special WTL series "Enough for All" featuring CWS, and as well as the work of the Joint Learning Initiative (JLI).

Dev Game Club
DGC Ep 397: The Sims (part three)

Dev Game Club

Play Episode Listen Later Jul 17, 2024 84:23


Welcome to Dev Game Club, where this week we continue our series on The Sims. We talk about a dark spiral, read some poetry, the problem of having enough time, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few more hours Issues covered: alien life, Windows snippet tool vs print screen, not saving, random seeds, introducing a chaos event, theorizing about end games for careers, Tim's persistent chip bag, forums and forever games, games you can play daily, free-to-play mobile games, appointment-based gaming, min/maxing psychology, selling the kids' doll house for food, Dianne being negative, "I'm too depressed to even look at myself," lack of weekends, two Sims having a day off, a podcast first, multiple burners, having to closely manage Bob's fun, the Sims for therapy, externalizing developer feelings of 21st century life, using the room meter to understand what needs to be done, the ultimate plate-spinning game, "did you know that love could be lucrative?," falling in love to increase your net worth, 3D characters and a 2D environment, modding goals and having 3D characters, dimetric vs isometric, revisiting gender normativity, liking problematic things, listening to their audience, how you might approach things the second time around, remastering Final Fantasy VI, a party of side characters, two automated characters healing each other. Games, people, and influences mentioned or discussed: SimCity, Dianne Feinstein, Apple ][, Farmville, Diner Dash, Bejeweled, Animal Crossing, Sims Online, Maxis, Firaxis, Ensemble Studios, Terry Pratchett, Mia Goth, Halo, Kenneth Koch, David Sedaris, Diablo, Quake, Tomb Raider, Super Mario 64, Michael, EA, Wing Commander, Anita Sarkeesian, Northern Exposure, Starfighter, Kirk Hamilton, Aaron Evers, Mark Garcia, Final Fantasy VI, BioStats, Kaeon, Unity, Final Fantasy Tactics, Cloud Strife, Apocalypse Now.  Next time: A few more hours and maybe finish with The Sims Links: Here's an audio recording of the poet Kenneth Koch reading his poem Twitch: timlongojr, Twitter/Threads/Insta: @devgameclub Discord DevGameClub@gmail.com

Skeleton House
Skeleton House Presents: Passalong Pod: Sim City Ep. 1: Brett It Begin

Skeleton House

Play Episode Listen Later Jul 11, 2024 42:50


What the heck you can hear me play video games on somewhere that isn't here? Heck yeah gamer, I am ephemeral and eternal, everywhere at all times.Passalong PodComputer bad, will return to normalcy at some point, almost assuredly. Probably.

Dev Game Club
DGC Ep 396: The Sims (part two)

Dev Game Club

Play Episode Listen Later Jul 10, 2024 71:37


Welcome to Dev Game Club, where this week we continue our series on 2000's The Sims. We spend a little time on the gender normativity of the title, sprinkle in some stories about our various households, and also fit in some reader mail! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few more hours! Issues covered: satire and farce, Timmy's toilet troubles, Betty's rapid rise in scientific circles, sexual orientation and the Sims, dark times for Bob, Jeff in the military, whether the game is conforming to gender biases all the time or not, Diane and politics, how Betty got her job, thinking about design decisions around careers, the value systems that the game systems express, working with smaller spaces and the difficulties for game development, the American Dream qua Nightmare, being in the 1950s and the music, "None of my good points are inadvertent," opacity of systems in other simulations vs this game's clarity, a toy vs a game, Bob winning things via the phones, Chance and Community Chest, Potty Talk with Tim and Brett, dolls and trains, finding SimCity more serious, can the Sims die?, not knowing that we had to pay the bills, investing in Bob's creativity, touching on the animation and object systems, teenagers and hygiene, getting Bob's confidence up, a little ditty, the shlubs getting the gals, encouraging community via modding and engagement, moon names, code names, hunting for things in games, the tension of player cleverness and wasting your time, environment scanning, visual language and level design, getting playersr to have intuition. Games, people, and influences mentioned or discussed: Mia Goth, Mad Men (obliquely), SimCity 2000, Unpacking, Fallout (obliquely), Will Wright, Monopoly, John Mellencamp, Seth Rogen, Raid on Bungeling Bay, Bethesda Game Studios, Skyrim, Jonah Lobe, Quiet: Level One, Sasha, Tomb Raider, mysterydip, Kaeon, Might and Magic, NES, Where's Waldo, Ratchet & Clank, Microsoft, Sony, Nintendo, UbiSoft, Witcher III, World of Warcraft, Morrowind, Arkham (series), Breath of the Wild, Ocarina of Time, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More of The Sims! Links: Jonah Lobe's Quiet: Level One  Twitch: timlongojr, Twitter/Threads/Insta: @devgameclub Discord DevGameClub@gmail.com

Dev Game Club
DGC Ep 395: The Sims (part one)

Dev Game Club

Play Episode Listen Later Jul 3, 2024 69:34


Welcome to Dev Game Club, where this week we start a new series on 2000's The Sims. We first set the game in its time, and then turn almost immediately to what happened with our Sims. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A couple of hours Issues covered: spiders and ant farms, last few episodes, our interview with Michel Ancel, games from 2000, all-time sales by brand, an expansion-pack driven business model, games that don't end, a precedent, building up to simulating people, our memories, jumping in without the manual, following the tutorial, talking about Bob and Betty Newbie, a little shade on the console version, what you learn in the tutorial, getting a job, roleplaying the newbies, being visited by the Goths, an interview with John Romero, another visit from the Goths, Tim diving into level design, making messes, options for reading, promoting experimentation, people eating all over the place, Bob and Betty dividing up labor, Bob the freeloader, the people in your neighborhood, horror movie on the TV, kids running in the streets, Mrs Goth collecting her child, the bed against the wall, building versus micromanaging, finding our own fun, comedy factory, inter-system friction, Maslow's hierarchy of needs, spinning the plates, "some dude got water everywhere," discussing how the pathfinding might work, keeping it clean, our Easter Egg, the Aw Jeez files. Games, people, and influences mentioned or discussed: BioStats, Calamity Nolan, Ben from Iowa, Mark Garcia, Michel Ancel, SW: Starfighter, Final Fantasy IX, Deus Ex, THPS 2, SSX, Perfect Dark, NOLF, Baldur's Gate 2, Vagrant Story, Diablo 2, Banjo-Tooie, Spyro: Year of the Dragon, Majora's Mask, Crazy Taxi, Counter-Strike, Thief II, PlayStation, Pokémon, Tetris, Assassin's Creed, Legos, Minecraft, FIFA, Grand Theft Auto, Call of Duty, Mario, Game Boy, Little Computer People, Seaman, Tamagotchi, Amiga, Atari, David Crane, Rich Gold, Pitfall!, Famicom, Will Wright, Raid on Bungeling Bay, Maxis, EA, Final Fantasy Tactics, Donald Pleasance, SimCity, Dwarf Fortress, John Romero, Spore, Mr Rogers, The Exorcist, George Lucas, Far Cry 2, Abraham Maslow, Dave K, Final Fantasy VI, Kirk Hamilton, Aaron Evers.  Next time: More The Sims! Twitch: timlongojr, Twitter/Threads/Insta: @devgameclub Discord DevGameClub@gmail.com

The Show
BEES!

The Show

Play Episode Listen Later May 1, 2024 81:04


Now Josh is in to Sim City? What year is it? We've got a new Whiskey Wednesday sponsor! Look out for the bees! Plus so much more on a Wednesdee!