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Search - "entertainment technology"
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!rant
TLDR; Lost passion after a few years, wasted a year, went on vacation without really any technology, found my passion and am excited as hell for 2019.
After programming for nearly 5 years, I’ve hit the point of not wanting to program anymore. I’ve burnt myself out, and haven’t had a vacation in 8+ years so we’ve finally decided to take one. I’m not going to say it’s a full blown vacation, but a semi-vacation since it’s with my parents also so I do have to do a few things I’d prefer not to such as meeting relatives.
I didn’t have the motivation to work on any new projects, finish any projects I actually enjoyed, I just did a few side projects for friends that took me anywhere from 5 minutes to 30 minutes every few weeks. In general this year has been garbage in development terms, I’ve lost passion. It felt like a chore, I didn’t find the entertainment I once did.
I’ve been away from technology for about 2 weeks now, and have less than a week left before I fly back and I’m excited as hell. During this break away from technology (with the exception of browsing devRant once in a while), has me excited to work on many projects and actually start learning and improving my skills. I’ve actually gained the motivation to work on 2 projects that have been planned for nearly 2 years now, I’ve noted down ideas for them, made diagrams, etc, just never had the passion to develop them. 2019 is going to be one hell of a year, since I get back almost at the end of November, and December I have a few business meetings and University exams that I have to prepare for. Excited to see these projects through, one is going to be for the hell of it, just been a passion project I’ve wanted to do for years now. The other project is actually a project for one of my sub-companies that hasn’t officially released since I didn’t have the passion to work on it. (Not going to go into full detail yet about the companies/projects, going to save that for the future)
Alongside that, I’m excited since my main company that is totally unrelated to technology, is set to do some massive moves during 2019 also. Looking forward to that, and being able to launch my dream company (the sub-company I mentioned before).
Time for sleep now, goodnight! (Wrote this after a few drinks and in the middle of the night, hopefully it’s not full blown garbage)2 -
The worst part of being a dev
My social dilemma
In a fast paced world where the average human spends at least 6 hours a day with technology, deriving basic entertainment, pleasures and engaging in various activities.
Here we are the developers that have to engage with technology for longer hours for a living , having to keep up with deadlines, immersing our minds in complicated algorithms and then the endless possibilities of entertainment from the machine in so few human hours a day , you wonder how you’d get off, and to top it up, I personally work from home.
And then the dilemma of overcoming different suggestions from various parties in taking a break off, a break off to what you later ask yourself, thus creating the shadow of doubt, splitting the fragile programmer’s mind , trying to solve this imaginary puzzle, “this bug of the mind”.
Then the challenge often arises in creating a balance, telling yourself, just catching up with people with this same technology takes a whole day, or then again quitting my Job, but from my little experience of life, nobody likes a poor visitor, this is actually worse than a “bug” and as I bask in this quagmire, “a little voice in my head keeps singing keep doing what you love doing”.
Like an infinite loop of crazy, spiralling back to these machines, trying the find and fix the balance of normalcy. Always remembered the cool years of college tho, with so much people around and then again that was college.
An then the thought arises, maybe something else might be worth doing, but after so much time spent in building your skills and the enormous joy of programming even typing without looking at the keyboard is a real pleasure, and yeah sure the days are short with the reality of a constant need to survive, remain sane, compete and make the best of life in such short time.
Then how do we know if we have fallen off the so-called “social track”, when we have only lived so little to really comprehend the most parts of life? with such constant stream of unanswered question, you’d realise you shouldn’t have burdened the mind creating such questions in the first place
But then again maybe it gets better, one of the above, the disturbed mind or the situation as whole and yes I try oh I try, I place calls, do some visiting, no relationship tho but with a good perspective in mind.
In this race of life, you sometimes ask yourself would you rather be in a different position, or maybe already put exactly where we belong. For this illusionary fight with self is a fight with reality as a whole and true bliss comes from actually letting go as time and people pass you by.
And my greatest achievement to date aside family and my work is getting into the 1000 club on devRant.2 -
I'm not sure where I'm going with this, but I'm fucking sick of my experience with the world.
I have a feeling that all that 1984 conspiracy type of ideas that I previously considered bullshit and fear mongering are real.
(Just to be clear, I'm not including most conspiracy theories which are very ignorant like flat earth, fake moon landing, or antivax, the people that spread those theories can die a horrible death IMHO).
Corporation consolidation is a fact and appears to become irreversible.
Because of technology, I can stay in the comfort of my house, safe from crime and be entertained without needing to have direct contact with humans.
People might say "that's your fault for not leaving the house". True but that is just how the world is.
The outside world in the cities I lived in is not a welcoming place.
Hell if you fucking find a bench it's a goddamn miracle, and if you do and sit for a long time, the police stares at you like you are up to something.
People don't talk to you because "don't talk to strangers".
It can be rare to find water or a bathroom that isn't a complete shithole.
So no wonder I rather stay at home, the outside world is hostile.
So yeah, go to a mall or something. And consume, consume, consume, because the outdoors suck.
Many pioneers thought technology was to improve the quality of life.
But no, it's just more isolation, less direct contact with people, less giving a fuck about other people.
And that's how feel about people of today. The least amount of fuck giving about others possible.
You would you would connect to more people faster, but no, the result is just millions of people browsing through the same "entertainment", shitty aggregated content.
Yes, consolidation affects internet too. Everything goes through fucking google, youtube, or whatever other fucking top 10 company.
Just like the class disparity, 1% of the things online get 99% of the exposure.
So if you're a small time anything, basically fuck you, because you're not something enormous.
Like, I wished I was a game developer, but there's thousands of brilliant indie games that get released every year, and they barely make what they're worth.
So why should I fucking try? So I can get ruined financially and I don't have a place to live in?
Software itself is so complex that is impossible to scrutinize decently.
We all laugh at congressmen asking the zuck silly questions.
Out of touch, true, but in hindsight, it is true to some extent that software is hard to regulate. Every software I on earth doesn't meet some standard one way or another.
Or maybe it's just too many of us right now.
When people scroll their search results to get access to the things they should be interested in, the only practical interface right now is being showing one link at a time.
But there's millions and millions of results.
One redeeming aspect of life is that one day I won't be alive anymore to observe the disgusting world we live in.
This could be just pure rambling and I can't prove any of the things I'm saying, I could just have been making the wrong friendships. So take this with a grain of salt.7 -
Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11 -
There's a vacant position for an Associate Professor in Games and Entertainment Technology at the university in my home town, if anyone is interested.
I think it'd be good for both the university and the town to see the position filled by a potent person.
https://jobbnorge.no/en/...