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(Relatedly: consider why this same standard of evidence never seems to be expected from regressive policies)

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Whenever you see 'promising results' about some kind of 'trial' of a more progressive policy around work or money, you should take a moment to think about whether it's actually a new finding.

The vast majority of these 'trials' are re-testing things that were already shown decades ago, we already *know* that it works, and the only reason it hasn't become policy yet is politicians and their exploitative interests. There hasn't been a genuine 'scientific debate' about it for a long time.

A good question to ask is "okay, so when will this actually be implemented?", but perhaps a better question to ask is "why isn't it already?"

Fascinating article about the as yet unpredictable changes AI brings to complex knowledge work. Here the case of radiology. The early predictions of displacement of humans by machines have not come to pass (though, as always, they have simply been pushed into the future).

For me, this is the most interesting part, and one that I think applies quite generally.

"Still, I have reservations about AI in radiology, particularly when it comes to education. One of the main promises of AI is that it will handle the “easy” scans, freeing radiologists to concentrate on the “harder” stuff. I bristle at this forecast, since the “easy” cases are only so after we read thousands of them during our training—and for me they’re still not so easy! The only reason my mentors are able to interpret more advanced imaging is that they have an immense grounding in these fundamentals."

If you automate the easy stuff, it's much harder to gain experience necessary to do the harder stuff, This applies to any craft and all creative/knowledge work as an important element of craft to it.

newrepublic.com/article/187203

In hindsight it shouldn't have been that surprising, but I was quite surprised a few years ago to learn that a company will just ship you a pallet of something if you pay for a pallet of something, even if you're just some rando ordering stuff off the web and you're clearly not a business (and it also ended up being cheaper than buying half that quantity as loose items)

@ben_hr - people who work within systems rarely recognise the issues with them, because it starts to raise questions about how they can be comfortable with what they/their colleagues are doing.

@cyrus Addendum that seems to be missing from the article: they also collected donations 'for creators' without their consent. This became known mainly due to Tom Scott talking about it but it'd been ongoing for longer than that.

@henry I keep this cartoon on my desktop, for those times when my brain is beating me up for stumbling. Some days are hard...sheesh, some months are hard, and sometimes our brain isn't as helpful giving us a hand up when we trip as we might like.

But, we get back up. That's the important bit. We get back up. :blobcathearthug:

tangent, re: workers and resources 

Tangentially, by this point I should probably just buy the entire back catalog of what Hooded Horse has published, because lately every time I'm like "huh this is a surprisingly different and neat game" they seem to be the publisher, and they definitely seem to be doing something right

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workers and resources, game design (4) 

(Also, I quite like that you can just turn off the 'police and crime' aspect. It's doing slightly better than most games at modelling it as a preventable issue with causes rather than some fact of life, but I still don't like the implementation well enough, and here I can just choose to disable it entirely. Like you can do with surprisingly many of the mechanics.)

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workers and resources, game design (3) 

Anyway, this still isn't the anarchist city builder that I would like to see (which, admittedly, I wasn't expecting it to be to begin with), but I'm finding it much easier to play this game the way I would want to play a city builder, than just about every other city builder I've tried. And I've been looking for a decade by this point.

Also goddamn, the road/track building system is *lightyears* ahead of that in Cities Skylines. Take note, Colossal Order, this is how you do this.

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workers and resources, game design (2) 

To expand on the 'policy freedom' a bit: you absolutely *can* play this game in an authoritarian way, it definitely has the mechanics in place. But you can also just... not do that, and still have a perfectly viable city, unlike most capitalist city builders where if you don't buy into the "expand wealth at any cost" gameplay loop, that's basically a guaranteed path to defeat.

The genre of city builders, colony builders, etc. is pretty universally problematic in that they're essentially always built around 'god game mechanics' where you are in some way the ultimate arbiter of whatever happens in the world, regardlesss of the political window dressing that it gets, so it's refreshing to see a city builder game that at least somewhat diverts from this path, and where you sometimes genuinely feel like "I will just have to deal with this, this isn't really under my control", with your task more being that of a caretaker than of a ruler.

There are more games that do this, but they're usually not 'modern' city builders.

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workers and resources, game design 

Recently been fascinated by Workers and Resources for two very different reasons:

1. It breaks *so many* assumptions about how city builders 'should' work, and does so incredibly well.
2. I had avoided it for a long time, expected it to be designed as a very authoritarian game, but to my surprise it turns out to be much less authoritarian in structure than most capitalism-oriented city builders, and gives you a lot more 'policy freedom' (despite what the theme implies).

It's not *quite* where I would want the genre to be (for both gameplay and political reasons) but goddamn does it get surprisingly close.

@serapath (I mentioned "anti-capitalist" as a requirement in my original post and Holepunch is literally the reason that I did)

@serapath I'm not really interested in arguing this. I was following Dat (and then Hypercore) long before Holepunch got involved, and it absolutely got co-opted. What the structure is on paper doesn't really matter.

Tired: learning how neurotypicals communicate so you can live in their society.

Wired: learning how neurotypicals communicate so you can make them feel *really* uncomfortable when they're being shitty.

@pinoaffe Ik denk niet dat dat het helemaal verklaart. Het zou bijvoorbeeld allemaal een stuk begrijpelijker zijn als men consistent de variabelen zou definieren, i.p.v. te verwachten dat je die infereert uit de formule. Dan zou dat 'standaard notatie gebruiken' al veel minder een probleem zijn, maar *ook dat* gebeurt niet...

@eater Voor de duidelijkheid, het gaat dus ook niet om een gedeeld pand ofzo. Het is gewoon letterlijk hetzelfde bedrijf. Johnny's is de licentiehouder van het O'Tacos-merk voor NL, en Chick'N Crisp lijken ze zelf bedacht te hebben.

@eater Johnny's heeft nu twee 'ghost kitchen'-merken (zij noemen het zelf 'virtual kitchen' maar dat is gewoon hetzelfde), een ervan is O'Tacos en de andere is Chick'N Crisp maar dat is allebei dus gewoon Johnny's, en daar kan ik erg slecht tegen.

Het hele idee achter die virtual/ghost kitchens is om je menukaart op te delen in meerder merken zodat je feitelijk aan concurrentievervalsing kunt doen en een monopolie op alles kunt krijgen, want een hoop mensen denken dan dat ze een keus hebben terwijl het uiteindelijk allemaal gewoon in dezelfde keuken van hetzelfde bedrijf door dezelfde mensen gemaakt en verkocht wordt. De volgende stap daarin is dan een vergelijkbaar assortiment bij meerdere merken.

Totaal onnodig, en gewoon een concurrentievervalsend marketingtruukje dat niemand iets oplevert behalve henzelf.

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