Even being very optimistic with all the numbers, I can't get the math on this to work out to anything better than hundreds of years of operation before hitting the breakeven point. We're talking tens of thousands of dollars (again, very optimistically) for the solar panels, heat pumps, radiators, and launch costs of the above for each GPU. That buys you a lot of years of power and cooling terrestrially.
"Tab hoarding" has been dead and buried for years. It's just "using tabs" now. Many people realized that what they used bookmarks for could be done with the same semantics using only tabs, and they started doing that to reduce the number of browser systems they needed to keep in their head. There was a brief gap between that, and browser vendors optimizing their tab systems to efficiently support those use cases. The tab hoarding dilemma arose during this period, and should have died with it. I currently have more tabs open than the author did, on a 15 year old laptop running an out-of-date version of Chromium, and it's using less than a gig of ram. >99% of the tabs are evicted, which is done automatically by the browser based on the presence of ephemeral data in the tab (partially filled out forms) and my typical frequency of accessing that tab. It works great. Every major browser has some form of this, as well as tab searching and tab grouping. If you want to use tabs as if they're bookmarks, like I do, you've been able to do so without problems for many years. It's time to retire the rhetoric of the scandalous tab hoarder.
The problem is hardly a resource one (unless you restart the browser) - you can’t see/scroll/wrangle 2000 tabs with the current tab display UI paradigm— you can’t even see their titles. Not to speak that Chrome state management is crap and you’ll end up losing them
Did we read the same article? It's a very obvious complaint from the author. It's not actually a problem anymore, but that's entirely my point.
> you can’t see/scroll/wrangle 2000 tabs with the current tab display UI paradigm— you can’t even see their titles
Pretty much all Chromium-based browsers have a button to display a vertical scrollable list of all open tabs (with their favicon, title, domain, and time since last access) with a filter/search bar. Firefox has a slightly less detailed version (but the same general UI pattern) of the same thing, and can be augmented with more functionality through extensions if the user desires. I swear everyone complaining about this stuff hasn't looked at a browser in years.
> Chrome state management is crap and you’ll end up losing them
I've been using and restoring the exact same session for years with no issues. If I close the browser and re-open it normally, my tabs remain. If the browser crashes and restarts, I click the button that says "restore" and it all immediately comes back just fine. Again, the problem you're describing hasn't actually been a problem in many years.
This doesn't seem high to me at all. You buy the game, try it for an hour, feel kind of meh on it or even just see a different game you think you'd like even more, and hit the refund button. If anything, I'm surprised it's only ~12%.
Is it incredibly rare? We've seen time and time again in the last few years, really basic indie games overtake AAA games in sales on Steam. Schedule One is another one which had 450 thousand concurrent players not very long after its launch. It seems AAA game studios are missing what gamers want at every turn. There's an uptick in indie devs that have broken through the barriers with good gameplay despite the graphics not being AAA quality.
Edit other games that come to mind: Hollow Knight: Silksong, Hades II, Schedule 1, and R.E.P.O.
More obvious examples: Minecraft, Terraria, Factorio were all indie studios as far as I am aware. Minecraft being one of the most successful games at 350 million copies sold.
Those games are a grain of sand in the infinite desert that is the indie game world. The vast majority of indie games on Steam are barely even noticed by anyone.
Schedule One sold more copies than a brand new Assassins Creed game at launch on Steam, Minecraft has sold more copies than most AAA games, including GTA 5.
Yeah, sometimes I look back and think: Why didn’t they just choose to build a genre defining game? Next you’ll tell me that instead of just buying Bitcoin at $1k they chose to make yet another game.
I'm not claiming it's every indie game I'm saying its not quite as rare as you suggest, I look at new releases on Steam all the time, there's less indie games than you think being released. More than there probably should be, but its not like tens of thousands a day or week or even in a month. Its about 800 a month. That's rare if anything, not "incredibly rare"
And out of the 800 new indie games a month, how many are breakout successes and sell even 10k copies? That's what is rare, not that indie games are rare, but having a success (like winning the lottery) is relatively rare.
At 10k new indie games a year, maybe a dozen gross over a million. A larger studio can't afford those kind of odds. That said, they should be able to make more games with a better focus on gameplay and a bit less on leading tech graphics.
This. And honestly, 10k sales is the bare minimum. Even if you’re a solo dev with no team and you handle everything yourself (programming, sound, music, art, marketing) to keep costs down, you’re still looking at around 6–12 months of work.
Most indie games don’t sell for more than $10 USD, but let’s be generous and say you manage to convince your audience to pay $20.
Total: 200,000 USD
After Steam Cut: 140,000 USD
And now you need to get lightning to strike every year to maintain your annual income so you can retire before you're Methuselah.
Could you work on the game part-time while holding down a full-time job? Sure, but you've got to have some iron stamina to want to sit in front of a computer for another 4 hours after a full day of work. Furthermore, not being able to focus on the game means dev might take significantly longer.
I was thinking 10K copies as a metric for even modest "success" for a game, but you're right about the expenses and income... That said, depending on where you live, that's a pretty good income.
Indie games (which is just a tag you can add to your game) notwithstanding - the number of games released per month appears to be closer to double that.
There are thousands of new games each year. The handful lucky outstanding low-budget games won't put anyone to shame.
> There's an uptick in indie devs that have broken through the barriers with good gameplay despite the graphics not being AAA quality.
Don't confuse indie with AAA. Indie is about control, AAA about budget. There is usually a correlation between control and budget, but there are also many long-running indie-devs with good budget now. Supergiant, who made Hades 2 for example, are such an AA(A)-Indie.
> Edit other games that come to mind: Hollow Knight: Silksong, Hades II, Schedule 1, and R.E.P.O.
> More obvious examples: Minecraft, Terraria, Factorio were all indie studios as far as I am aware. Minecraft being one of the most successful games at 350 million copies sold.
Those are long-running, genre-defining games, which also received a good budget over the years. Many of them are in the realm of AA, probably AAA now. Those are naturally grown services-games which could grow from success to become even more successful. Big studies tried to emulate this in the last years, but ultimately failed big in most cases.
The general problem is, the bigger your budget, the bigger the anxiety, leading to more control, conservative micromanaging and throwing every shit into the game to cater as much people as possible, which in high numbers cannibalizes the market eventually. Low-budgets can take on more risks, focus on their gaming-mechanisms and don't have to sell big. Making small money to cover your costs is already good enough, and they all can always explode by luck if they get their marketing right.
Games like Schedule 1 or R.E.P.O. don't have to offer 100h+ of fancy fun and high level entertainment. People are happy if they can get their 10+ hours of fun out of it, because they didn't waste big money on it anyway. So you will always see cheap games occasionally explode for a short while, while everyone is waiting for the big games going on sale, especially when the cheap games are coming with a social aspect.
> It seems AAA game studios are missing what gamers want at every turn.
I’m really not sure what it is. Usually, when a company begins to abandon/shaft their user base like that, it’s because they found a more lucrative market to chase instead.
The Stardew guy spent five years not working, living off of the labor of his girlfriend.
Sure, take your shot, but it is unreasonable to think that many people have the opportunity to drop everything for a five year vision quest, hoping to come out the other side a financial success.
A winning lottery ticket would have an even better return on investment. Good luck with that business strategy.
(To be clear, Stardew Valley is a great game. But "making a breakout indie game" really does feel akin to winning the lottery to me, even if the game is fundamentally great.)
Your chances are much more higher building your own game than playing the lottery endlessly. You forget that guy who made Stardew Valley had to self-teach everything he knew, till he got to the point he quit his full time job. I don't see in what universe you have a better chance to win the lottery, than to build a successful indie game if you truly put your heart into it. Some of the greatest inventions didn't come to us because someone won the lottery, they experimented and kept going. Look at Duck Duck Go, he had 30 other projects that 'failed' before Duck Duck Go succeeded.
The lottery definitely has worse odds, I just don't think that's saying much.
If you want to create indie games—and you can make it work without quitting your day job—go for it! But I don't think it would be smart for EA or Ubisoft to, like, stop making big-budget games and make indie games instead. If you can make a breakout hit, you can make a huge profit—but you have to make a breakout hit, and that comes down to a lot of luck.
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Now, I do think it would make sense for EA/Ubisoft to try more mid-budget releases, which explore something new instead of continuing a 10+ year franchise. A lot of them will fail, but if a few are extremely successful, they could make up for the failures. It kind of felt like the publishers were doing this for a while (Grow Home, Little Nightmares) but my sense is that it has kind of stopped? Although caveat, I also haven't been following gaming as closely as I once did.
> A lot of them will fail, but if a few are extremely successful, they could make up for the failures. It kind of felt like the studios were doing this for a while (Grow Home, Little Nightmares) but my sense is that it has kind of stopped?
I think the problem comes from marketing budgets. For any given game a marketing budget can push some amount of sales, but applying a marketing budget to each game makes it much harder for the winners to make up losses on the rest.
Small releases also need to be 'lean' releases; management overhead is another cost that's hard to make up in scale.
Combined, large developers don't have any natural advantage at making small to mid-scale games, and their structures impose fixed costs that are hard to avoid. It would almost be better for large developers to get indie-scale games by funding partners who act outside of the corporate structure, but anybody can do that.
Hearthstone (Blizzard) is another rare exception of an indie-scale, in-house game that was a breakout hit that could not have come from the outside (because of the IP involved), but even that existed because it started as a "closet-scale" project with senior developers who insulated themselves from management pressures.
That's interesting, I think you're probably right.
> Combined, large developers don't have any natural advantage at making small to mid-scale games, and their structures impose fixed costs that are hard to avoid. It would almost be better for large developers to get indie-scale games by funding partners who act outside of the corporate structure, but anybody can do that.
The advantage would be funding. I love indie games but I do get tired of 2D pixel art. With just a bit more money—still an order of magnitude less than Call of Duty, mind you—the possibilities really expand.
I started playing Psychonauts 2 this week, and I think it's such an incredible game—and a great example of what can happen when an "indie" developer manages to secure a real budget. (I don't know if Double Fine is indie, but their games contain the sort of outside-the-box thinking I associate with indies.)
Perhaps some sort of YCombinator-esque model could actually work here.
> The lottery definitely has worse odds, I just don't think that's saying much.
Absolutely. People tend to assume that 95% of video games turn a profit, when it's the reverse. There are highly polished, incredibly high quality video games who simply just don't sell.
Yeah that pretty much describes every big companies release notes. I used to have manual updates in the Google Play store as I enjoyed seeing what was changing. But over time so many companies just started saying things like "Security fixes" and it became a waste of time even bothering to look at them.
And sometimes they do actually add a feature... but they'll mention it within the app itself despite the app updates not mentioning it. Or even more funny is how often I'll see a news article talking about the new feature, but then it never even gets mentioned in the release notes anywhere.
This should be illegal if auto-updates are enabled or eventual updates are forced. Not joking.
Nowhere else in society do we allow such self-serving laziness and unethical negligence (looking at you, purposely destroying backwards compatibility of APIs) at a professional level. Most other professions have steep legal consequences if they hide their actions or inactions.
I’m French but… there isn’t a comma, is there? “Fixes” is the main noun, “bug” qualifies the noun. “Fixes of bugs”
or “bugfixes” like “weekday” or “storm trooper”. Whether there is a space or not depends on lexicalization, ie whether it feels like one concept. Bugfix is a single concept but “snow patrol” is two; and modern compounds tend to be two separate words, so “bugfix” is only joined in technical environments, maybe not for the broader audience.
Perhaps the perfect time to ask: why are release notes like this on the App Store? Are they a required field and this is the default? Does a popular tool use this value?
Not only nobody reads them, but Apple forces you to translate them into languages even less than nobody read. It'd be an improvement if they only required English text.
"Choose your own update notes adventure! Pick only one: A, B, or C.
A. The holidays are coming up and we've been busy planning a celebration of bug bashes and performance enhancements, so get merry and smash that update button.
B. Shorter days, longer nights, colder temps. You know what helps the Winter blues?
Instant gratification. Tap update, watch that progress bar fill up, and feel the dopamine flow.
C. Whoever made up the mistletoe thing was crazy. You know what's not? Updating your app."
Don't underestimate the effort a software developer will put forth to create mountains of complicated automation and scripts if it allows them to be lazy. And they see no issue with this. So why would they see an issue being accountable for yet another agile cycle.
While I'm morally tempted to do the same, many of the apps guilty of this are the major ones one uses, and as time goes by, I somehow find myself with less and less time on my hands, so I have to be selective with the things I want to do right and proper. Thus, by means of inaction, I indirectly contribute to the circle of enshittification, and there is no stopping it.
> Directories can have up to 248 (256 trillion) entries
It took me a minute to figure out that this was supposed to be 2^48, but even then that's ~281 trillion. What a weird time for the tera/tibi binary prefix confusion to show up, when there aren't even any units being used.
Without new hardware, old hardware would eventually die.
When that old hardware dies, it would likely be replaced with a similar design rather than more evolved hardware. This would mean we’d have to develop for longevity. Developing for longevity, could mean that software would flourish. Software flourishing could include malware and inefficient software sold to fight malware. Therefore, it is more secure and efficient to continually evolve operating systems to require new hardware, to reduce longevity and the flourishing of software.
This is the first explanation of monads I've heard that makes intuitive sense to me and feels like it sufficiently captures the point. Unless I come back in a few hours to see a bunch of replies from uber-haskellers saying "no that's not what a monad is at all," then I'll consider my search for a good monad explanation to finally be over.
You need to be able to "wrap" values and then also "wrap" functions in the way you expect. That's literally it.
Btw, the list monad example is stupid imo and borderline misleading. The promise/nullable/Either examples are better. you "wrap" a function by putting it as the only value in a list, and "map" pretty much acts as your function wrapper, but technically this you need to jump through a couple hoops to make it monadic, and I'm just not sure the metaphor is helpful here
For some monads the "wrap" gets awfully metaphorical (for State it's a function that produces the value and updated state, for Const there is no value, etc) but I don't think that's actually a problem, just a thing to be aware of. There is certainly no expectation that you can actually get your hands on the thing.
A bigger issue is that you're missing a piece. If you can "wrap" values and "wrap" functions such that they operate on wrapped values, you (probably) have a functor. To be a monad you also need to have the ability to turn multiple layers of wrapping into one layer of wrapping. For lists, that's "flatten".
I said "probably" above because there are rules these pieces need to follow to behave well. They're pretty simple but I don't think we need to dig into them at this level of discussion.
Agree about the list monad. I have never used it in actual code. I always felt it was so arbitrary, and "implicit", in the sense that if you haven't learnt beforehand that it makes "joins", then it's certainly not obvious that it should work that way
λ> do { a <- [1,2]; pure a; }
[1,2]
-- oh so it returns the list unchanged
λ> do { a <- [1,2]; b <- [3,4]; pure a; }
[1,1,2,2]
-- no what is this spooky action at a distance
λ> do { a <- [1,2]; b <- [3,4]; pure [a]; }
[[1],[1],[2],[2]]
-- ...
λ> do { a <- [1,2]; b <- [3,4]; c <- []; pure [a]; }
[]
λ> do { a <- [1,2]; b <- [3,4]; c <- [5]; pure [a,b,c]; }
[[1,3,5],[1,4,5],[2,3,5],[2,4,5]]
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