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Cake day: June 11th, 2023

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  • As opposed to everyone else calling them bootlickers, I think there is likely a subset of people like this who are not considering piracy against the big corporations as unethical, but the “trickle down effect” of piracy towards smaller business/individuals.

    For example, if you were to pirate Starfield, no one would really care. If you were to pirate something like BlackOps, most people wouldn’t care (and those that do are corporate bootlickers). However, what about pirating indie games, or music VST’s, or circumventing a patreon from someone with under 100 supporters?

    There’s two camps when I see anti-piracy comments; the bootlickers, and those that have the idea that pirates pirate everything relentlessly. The fact of the matter is that piracy does not hurt big corporations, but we cannot say that is also true for small developers publishing their game on their own, and vocal anti-piracy, or rather artist-in-mind individuals, will let the world know that we should support independent artsits and not pirate.

    Now, whether or not indie games are getting pirated is a whole different story. And really, what this comes down to is just having the opportunity to purchase in a way that supports the pirates ease of access.

    Also, it completely ignores the ethical aspect of piracy which is why support a company that doesn’t have your interests at the forefront of its business practices. Which is a very similar reason to decide to not pirate – I enjoy It’s Always Sunny in Philadelphia, I would like to see more if it, I will pay Hulu and watch the show to tell them to make more IASIP.

    If you like something, don’t pirate it if you want more of it. It’s actually very simple. If you do like it but can’t support it for personal reasons, don’t expect to get more of it.

    Which of course, for the anti-piracy crowd is another sentence for, “you didn’t pay to watch it so they cancelled my favorite show!”

    Tl;DR - A poor crossover between an individuals enjoyment of corporate content and an supporting independent artists living wage.









  • I mean there are, it’s all just extremely subjective.

    Pistol Whip is musical John wick simulator, with community made levels. This is pretty much the pinnacle, IMO it’s better than beatsaber which is a little more boring for me. Then there’s the story based and multiplayer based FPS games, alongside the rhythm ones. Arizona Sunshine, Superhot.

    There’s Vermillion, which is a VR painting simulator. It’s incredible as an artist with a small space and not having to clean up afterwards. There’s also SculptrVR for modeling, SynthVR for music (synthesizers) which IMO is actually a quintessential piece of software as an actual synthesis rig is thousands of dollars, rooms full of space, and in this game it’s all available to you. There are a number of other games depending on your hobby preferences.

    And then there’s space/relaxation simulators, on their own are great, but can be further enhanced with various software. For example, one of my favorite passtimes during lockdown was Elite Dangerous with my phone connected to my computer using SCRCPY, brought into VR as an overlay. So I was space trucking with Netflix and didn’t have to remove my headset to interact on my phone.

    And then there’s murder simulators like Gorn and Blade and Sorcery, which also is the best Star Wars simulator.

    So even your post doesn’t hit the problem on the head. There’s a few compounding issues.

    First and foremost - the cost of the device in tandem with the lack of publicity. It’s no question that Blade and Sorcery and Beatsaber are well known VR games, but neither of them are marketed very well by their teams. Understandably so, how much ad money is worth putting into a VR game. But it’s hardly marketed by the headset sellers themselves, which you would think would be something desirable.

    Second - the reality. Headsets are heavy. Moving is hot. Even if you do get your VR setup, really fun games translated to VR like Holoball (basically just racketball) can actually get you pretty sweaty. The other reality is space is a factor. Even though I have a smaller house I still got VR, but using it in a smaller house can be compromising.

    Third - back to marketing, but with subjectivity. I would argue that there is killer software out there worth making VR worth having, the issue is that no one knows about it. Know one knows that SynthVR exists and let’s you save hundreds of thousands of dollars if you want to play with synthesizers without having to purchase all the parts for racks. Vermillion is incredible for aspiring painters and regular artists who may be low on materials or space, or I’mOpenBrush if they’re looking for the 3D VR art side.

    Finally - VR has a really difficult time with multiplayer. Without it, longevity can be shortened. With it, there might be no longevity at all because the game cost $20 and the headset and the cost of the PC that can run it and no one has even heard of Revolv3r. So while some games like PavlovVR somewhat takeoff and are successful, other games might have you waiting in a lobby for forever. Additionally, after the Vive there was a bit of a falloff of developer interest, and so there’re a fair number of games from 2016-2017 which look promising but are entirely abandoned, or might not even work on modern headsets (not so much an issue anymore now that Microsoft is ending support for Reality Portal.) This makes it even harder to find games for VR since you’re effectively sorting through a graveyard with a mix between hardware compatibility and something actually worthwhile.

    There are a ton of fun VR games, fully fledged and arcade style, and there’s a lot of great software. I just don’t think people know about them, they’re hard to find, and they’re a bit locked behind a pretty significant price disparity.




  • I was more talking about their mobile devices, the iPods, iPhones, iPads, I should have made that more clear.

    Even so, that doesn’t change the fact that Apple does actively prohibits users from accessing files/folders within the system, computers included. For something as basic as the Library folder to be hidden is just a little ridiculous.

    It’s not hating on Apple to call out ridiculous things, and none of this is facetious. Unless you are a developer of some kind, having this hidden away in some ways is good for users who might break things. It just happens to make it difficult for anyone else who wants to have control over their computer.


  • You may as well have asked this question in 2012 because it’s exactly the same as it was back then, except now there is iCloud. Which in some ways is impressive.

    Folders are generic labels, Photos, Documents, Downloads, and within those there is folder structure, but I’ve never seen any Apple user actually utilize them beyond the most basic organizational functions (and even that is not common). Granted, my demographic for the past couple years has been the elderly, but before that I worked with kids and it was basically the same.

    If you use Apple products, you don’t need folder structures because you can’t take files off your device easily, it basically has to go through some form of cloud upload, if not iCloud then Google Drive. And you don’t need folder structures for the same reason, cause why are you adding files to your device from somewhere that isn’t iCloud?

    This is only like 95% facetious, it’s actually ridiculous how closed off Apple makes their products. By default when you make a spreadsheet with Apple’s software it exports as a .pages file, instead of the actually useful .xls. This is for every. Single. Program. Word files, PowerPoint files, I’m sure there’s even a PDF specific Apple file format.