1,293 karma · joined May 8, 2008
https://www.aaronnemoyten.com/
https://www.linkedin.com/in/aaron-nemoyten
If you want to contact me, I'm at aaron@nemo10.net
Speaking as someone who has been writing music for quite a long time, writing something that is objectively interesting (by being complex or unusual) is much, much easier than writing something that is just plain entertaining.
I think there's always something to be said for pushing boundaries, and I love experiencing any art or entertainment that makes me think "oh shit, I didn't know you could do that." But even then, that doesn't make it good or enjoyable, just interesting or thought-provoking. They're not mutually exclusive, but they also aren't necessarily correlated either.
It definitely has a theme, but unfortunately as executed it’s basically “what if we defied convention by using live instruments and making a shitty album?”
When you bring up psychedelic, experimental post-rock, I want to mention that one of my favorite bands is Battles. They’re a good example of what you can do when you defy convention!
It's dour. It's depressing. And it's repetitive in a way that feels tiresome; You can't dance to most of it or even really tap your foot to it.
What happened was that Daft Punk challenged themselves to make an album in six weeks and ended up with a showcase for a few neat guitar pedals and two fun songs (Robot Rock and Technologic), one of which consists almost entirely of a barely-changed sample (https://www.youtube.com/watch?v=PFwGQAEYqHs).
Electronic music certainly evolved in ways that made it less warm, but that didn't make it less fun. Case in point, Skrillex's early music is weird and playful despite relying on 'cold' synth sounds. Human After All is just cold.
1: Build the entire game first
2: Record agents playing hundreds/thousands/millions of hours of it
3: Be able to run the simulation at far higher resolution than what's in the demo videos here for it to even matter that the hypothetical game is 'very graphically advanced'
This is the most impractical way yet invented to 'play' a game.
Instacart was founded about a decade later, and its margins are pretty slim by tech company standards (net income ~$100m on $2.5bn revenue) so I think it's pretty clear that in the year 2000, there's no possible way that Webvan could have succeeded even if it had done everything right.
Extrapolate this logic to AI, and the parallel is clear: The current generation of AI over-promises and under-delivers at enormous cost, and yet billions are invested under the premise that quality will go up and costs will go down enough in the next few years to build viable businesses.
If those investors are correct and we're just a few years away from useful, cost-effective AI, they'll make their money back. If they're wrong and we're actually a decade away, not a single AI product that hits the market within the next few years will survive.
This was built in Unity.
I'm happy to answer any questions about building the game or why I wasn't able to find a publisher and/or finish the game.
Source code: https://github.com/swivelmaster/moustachevania
Postmortem and design notes: https://www.aaronnemoyten.com/moustachevania/
(For my part, I’ve seen every Python movie and TV episode.)
I've certainly had a few airline experience that ended in my wishing I had just driven from A to B because delays and the general inconvenience of it all meant that it would have been faster AND cheaper to drive, but of course we didn't know that when we booked the flight.
https://www.kqed.org/news/11209729/did-the-emptying-of-menta...
"1967 Ronald Reagan is elected governor of California. At this point, the number of patients in state hospitals had fallen to 22,000, and the Reagan administration uses the decline as a reason to make cuts to the Department of Mental Hygiene. They cut 2,600 jobs and 10 percent of the budget despite reports showing that hospitals were already below recommended staffing levels."
"1967 Reagan signs the Lanterman-Petris-Short Act and ends the practice of institutionalizing patients against their will, or for indefinite amounts of time. This law is regarded by some as a “patient’s bill of rights”. Sadly, the care outside state hospitals was inadequate. The year after the law goes into effect, a study shows the number of mentally ill people entering San Mateo's criminal justice system doubles."
"1973 The number of patients in California State mental hospitals falls to 7,000."
So in six years the number of patients in state [mental] hospitals falls from 22,000 to 7,000, and in the FIRST YEAR ALONE after the initial cuts the number of mentally ill patients entering the criminal justice system in just one county doubles.
This was on the first page of the google results.
https://calmatters.org/justice/2019/03/hard-truths-about-dei...
The lack of regulation and consistency in the vitamin and supplement business continues to blow my mind.
And I say this as someone whose favorite time in popular music IS the mid-90's. Many of my favorite albums are from that time.