
This story made me realize how cool it is this kind of chatter is public and accessible.
There's also some real gems.


This story made me realize how cool it is this kind of chatter is public and accessible.
There's also some real gems.

nah I'm just doing a bit
And you're absolutely right to call it out!
claude deleted the software the atc towers use to communicate
in one call of duty the opening mission involves you killing hundreds of cuban beat cops
you know like random people who went to work that day
after I saw that legitimately no amount of inhumanity from these games surprises me
I've only ever played VS single player and are so specific about mods. I need my wolf taming. Either way though I would love the chance to play VS with some comrades.
I liken the harms and social ills to factory farming, which is the single largest cause of pure suffering inflicted on any living being on the planet.
Factory farming is also killing the planet and its opposition (or at least advocation for severe moral regulations) is an ethical imperative.
Still, we cannot destroy it with a boycott, we cannot minimize its suffering through shame, and no amount of solidarity will remove its market presence.
It must be wretched from capital and seized for the people, and minimized or destroyed however that manifests.
I see a lot of this echoed in AI, in that anti AI advocacy that is dogmatic cannot work. It like many other industries must be put in the hands of the people before we can figure out what reeling it back looks like.
That's all in the future, and if we can agree that's what needs to happen, then we can hopefully engage in the discourse and material analysis dispassionately and with nuance, while also being kind to our fellow workers operating through the same unprecedented technology as the rest of us.
I don't disagree with this approach and especially the last bit, but I'm still not sure on the idea of using AI as a debugger having meaningfully infringed on the art.
There was once a time - think PS1, N64 - where you could not imagine making a game without accounting for extremely low framerates. Sub 20 FPS, what we might consider unplayable today. It was a technical limitation that bred creativity, as they all do, but it's also a limitation we've moved past and very very few developers would champion the artistic merit of making your audience motion sick. Had they the option, many of them would have pressed the magic 'higher framerate' button at the time.
Taking this into more of a hypothetical, if a specialized debugging LLM was developed that worked extremely efficiently at eliminating unintended game functions based on a developers prompt, I don't believe many developers would champion the artistic merit of manual debugging, either. And if we are to say that something in the artistic process was still lost at that stage, then I can't see that as anything but having arbitrary reverence for limits in software development.
It feels petty, but I genuinely do hope some suited big wig is seething. They had it locked down for a decent chunk of time, considering how close to the Switch 1 it is.
Wow, that's a scold. Damn good set of pipes behind that shout.
I find a lack of nuance is almost never actually good. We shouldn't feel proud for being dogmatic about anything