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Cake day: November 15th, 2023

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  • While you’re clearly passionate about this, that’s not how science works. The default claim is not by default true. Instead science calls it the null hypothesis. Then a rigorous study is performed to try to disprove the null hypothesis with a percent certainty. Failure to refute the null hypothesis often constrains the possible domain, which is where the philosophy “God of the gaps” comes from. What this structure does is promotes new out of the box thinking for very hard problems, even if they seem they actually are not provable or outright wrong. The tactic of trying to overwhelm the scientific process of very strong null hypotheses and weak counter arguments is called a gish gallop.


  • I think you may be conflating burden of proof with the effort involved in that burden. Without a rigorous effort, the default claim is less strong and has not stood up to scrutiny. While it may seem too obvious for such things, we now know that science and physics can get really weird and complex… So ideas like “I think therefore I am”, first cause / Kalam, all the way to modern logic and number theory, all bolster claims of Occam’s Razor violation in a rigorous way instead of hand waving. We can think the outcome is certain and a waste of time, but really out of it has come some fundamental and valuable research into logic.



  • Lemming6969@lemmy.worldtoMicroblog Memes@lemmy.worldIncredible
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    25 days ago

    The thing is, it’s hard to discern where to stop… Could it be done safely with 1 guy and a truck? 2? Cherry picker? Did they need 6 guys, 3 trucks, and $300,000 worth of machinery to make it safe and easy? One costs 5x the other method, but it’s just easier on them and not necessary at all in some cases.










  • It makes more sense if your character also has a lifetime time limit or cannot return to an area visited, else if you can, you’re right, no point in gating it as a time sink.

    Games need very thoughtful trade-off and strategy management. Diablo for instance had a very beloved or maligned inventory mechanic playing tetris, which was set aside for the same reasons you talk about.

    It matters a lot more if you cannot just whip out 80 potions and swap to optimize gear mid battle… If you had to make opportunity cost choices in games it would matter.

    Great games balance all this, and you get more casual games the fewer choices and consequences there are, until they technically aren’t games anymore and just become number go up simulators.


  • As you run by items, should they just automatically get picked up and sold? Or just enter 1 giant spreadsheet so you can use or access the value of anything you’ve been near? Should you even be able to pick up a plate or should only core items be actual items like old school games? I’d argue the player is deciding what is and is not worth their real life time, else again, it’s not a game, it’s a spreadsheet. Granted, there’s a fine line to walk here between what is a game, what strategic decisions there should be, and how tedious should things be. It’s more complex than what you’re considering, and it’s a very slippery slope that ends in spreadsheets, math, automation, and whether or not anything is worth playing at all, or is the story the only important part and the rest is just wasting time… So perhaps no games, just books.