neutral-divinity - Neutral Divinity
Neutral Divinity

54 posts

I Haven't Paid Attention To Anything Anime/manga Related In Years. Time To Break That When This Drops!

I haven't paid attention to anything anime/manga related in years. Time to break that when this drops! Holy fuck.. Studio-Trigger keeping it one-hundo! The art/animation *chef's kiss* ntm hitting the Ghibli-style food porn.

There's something to this type of fantasy portrayal that nails it (I'd say Morrowind has it e.g.) Where there's enough oddity/wonderment but also a tinge of familiar cosmopolitan ease.. or that's as close as I can put it to words.

dungeon meshi (2024)

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More Posts from Neutral-divinity

12 years ago

We have produced a world of contented bodies and discontented minds.

-Adam Clayton Powell


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2 years ago

HOI4 pulls it off in a sense? It’s functional and lends a bit of immersion, but espionage overall still feels lacking in it’s impact as more than a novelty bolt-on.The inter-op between branches is logical with intel really being carried by the air-force in support of land and naval forces (small picket/patrol tasking fleets for the navies own intra-op intel) environment factor granularity incl. Game-play wise though it comes down to dropping/maintaining (as best as you can produce) scout planes (or ships) into active regions. So a bit of risk for shoe-string powers or downturns, problem is carrying that out is just to grant modifiers and increase task efficiencies so more lacking output in the sense your asking for, but it works?

Only tab that really gives kinda what you’re asking for is the intel ledger. It’s a tack-on to the state panel and has tabs for overall info on resource input/outputs, tech, state modifiers/laws/ministers and each branches respective info. Where it meets your standard is by either not presenting any info or a range that increases in accuracy based on agency progress/tech and having agents running networks and infiltration's. In MP it shines since it does allow for guesstimating an opponents strategic intent/mindset off of their tactical/strategic considerations. Spanner in that is meta-templates/designs, makes revealing or guessing any of that kinda moot (or at least unrewarding) when it’s just an iteration off a spread sheet. Think the ideal system hinges on having an active and pragmatic participant as well or even allowing them to add or even control that distortion?

argument: strategy games like civ and eu4 and stellaris really need to not only not give players perfect information about their opponents, but should in fact actually lie to players. there should be ways of reducing the magnitude of those lies, sometimes (e.g. through espionage and scouting), but never to the degree that you can confidently get into risk-free competition with your enemy

it’s especially noticeable in historical strategy games when the AI plays, not like an AI player of a historical nation, but like a reasonably cautious human player of a video game. in eu4 for instance, this leads to a lot of the AI avoiding fights it knows it can’t win, and blobbing when it can. in stellaris, the way combat works in that game lends itself even more to a game map that tends to become pretty static around the midgame, and only occasionally gets shaken up by prescripted events like the khan or the crises

computer strategy games are oriented toward giving you maximum information by default; occasionally, as in stellaris, they will hide some of that information behind espionage mechanics, but this feels quite pro forma by the time the board state is mature. you definitely have the resources to scout out your opponents in almost all circumstances, which means that while you have to lay a bit of groundwork, there’s no actual strategic risk, unless you deliberately create it by playing badly on purpose. and making combat contingent on dice rolls or randomness can only help so much–this usually only functions to introduce ambiguity when forces are at near parity, not to create sudden dramatic reversals to simulate major tactical failures (which players would hate)

so i think strategy games–and i do mean strategy here, not RTSes, which involve a lot more tactical gameplay–should lie to the player more, to simulate the fact that not only is perfect information impossible under the normal fog of war, but that intelligence failures are a real risk when trying to engage in strategic competition. how they should lie depends on the nature of the game and the way information is presented, but information should be costly, and good information doubly so!


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11 years ago

A fool's brain digests philosophy into folly, science into superstition, and art into pedantry. Hence University education.

George Bernard Shaw


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2 years ago

“You look through people.”

   My heart skips

Amber daylight

  What compass steered to this?

                 Cross-hex

                    Transplant

        as the compliment suggests

being in my place

      How?

If that’s true

     then what’s in a gaze?

What renders still

           and seizes the frame

Drinks it’s fill

          refusing the shame

Steely glass

                  or

                       Pooling mercury

          Am I to blame?

       What angel whispered

            that emerald eyes

                    would

        cast such stultifying rays

               Puzzling ways.


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2 years ago

(From A Page)

At the corner of the cage

    debilitated stage

Motley does the fool

 grace our reverential haze

     Quicken up the pace

     Fallow is the gaze

 When all one need but ask

 “How do I navigate this maze?”

       hesitate

             ameliorate

          destitute age

 ponder on the question

  “What constitutes a blank page?”