we come to think of ourselves, whether readers or writers, as technicians rather than creators. we reduce the work of to a set of data, and its analysis to data collection. writers are praised for producing data which is more coherent (without plot holes or inconsistencies), and which stands out - as data - from other data (this is the emphasis on unpredictable twists). good analysis of art in this framework focuses on collecting the data (establishing lore and timeline, rating their coherence)
@eel just saying it's such a good instance with fascinating people on it. I'd apply but I feel like I have nothing to contribute
these guidelines for making videogames more accessible could apply to all sorts of UI/UX design when you consider games as a subset of human-facing software
In my global .gitconfig I keep a git alias that produces a really nice compact tree view with branches, commit, time ago, and committer.
"log --graph --pretty=format:'%Cred%h%Creset -%C(yellow)%d%Creset %s %Cgreen(%cr) %C(bold blue)<%an>%Creset%n' --abbrev-commit --date=relative --branches"
kybernetik moiré ░ she/her
antifascist and queer
also on sunbeam city @eel ☀️
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