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Joined 11 months ago
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Cake day: August 14th, 2023

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  • The spirit of your point is right, but: game patches existed back then. The first patch for Half Life was 1.0.0.8 released in 1999 (release version was 1.0.0.5). I cannot find the patch notes or exact release date as my search results are flooded with “25th anniversary patch” results.

    What was true is that players patching their games was not a matter of course for many years. It was a pain in the ass. The game didn’t update itself. You didn’t have a launcher to update your game for you. No. Instead, you had to go to the game’s website and download the patch executable yourself. But it wasn’t just a simple “Game 1.1 update.exe” patch. That’d be too easy. It was a patch from 1.0.9 to 1.1, and if you were on 1.0.5.3 you had to get the patch for 1.0.5.3 to 1.0.6.2, then a patch from that to 1.0.8 then a patch from that to 1.0.9. Then you had to run all of those in sequence. This is a huge, huge part of why people eventually started to fall in love with Steam back in the day. Patches were easy and “just worked” — it was amazing compared to what came before.

    The end result being that patches existed but the game that people remember (and played) was by and large defined by what it was on release. Also console games weren’t patched, although newer printings of a game would see updates. Ocarina of Time’s 1.0 release was exclusive to Japan; the North American release was 1.1 for the first batch of sales. After the initial batch was sold out the release was replaced by 1.2. That was common back then. As far as I know there was no way for consumers to get theirs updated, or to even find out about the updates. But they did exist.


  • Paying over a third of all revenue generated from searches on Apple’s platform. That’s incredible. Not a lawyer so I have no idea how this will work out legally, but I have a hard time parsing such an enormous pay-share as anything other than an aggressive attempt to stymie competition. Flat dollar payments are easier to read as less damning, but willingly giving up that much revenue from the source suggests the revenue of the source is no longer the primary target. It’s the competitive advantage of keeping (potential) competitors from accessing that source.




  • People underestimate how much production other countries are capable of. Of course, China does dominate the manufacturing game, especially mass production.

    There’s no shortage of alternatives all the same. Vietnam in particular has been doing quite well taking manufacturing work that companies are moving out of China so as to diversify their production chain. India is rising on that front too. Not to mention that the west truly does far more manufacturing than people give credit for — I’ve found that nearly every category of general goods that I try to buy will have some US made options. That’s not even touching the rest of the west. The big exception being electronics, but those have Vietnam and India as growing alternatives, with Taiwan, Japan, Malaysia, and Singapore all as solid players in that market.

    The overall point being: it’s entirely possible to remove China from the manufacturing chain if there’s enough money behind the push. The US economy is probably large enough to do so with some meaningful struggle. The US and major allies could do so more easily. The difficulty is more political and temporal. Getting everyone on board and committed plus going through with the multi-year long process.


  • ME2 is a good game in isolation, but I think it played a big part in getting Bioware where they are now.

    ME2 saw them move far, far more into the action-RPG direction that was wildly popular at the time, with a narrative that was in retrospect just running in place (ME2 contributes effectively nothing towards the greater plot and zero major issues are introduced if it is excised from the trilogy). I feel the wild success ME2 saw after going in this direction caused Bioware to (a) double down on trend chasing, and (b) abandon one of their core strengths of strong, cohesive narratives. ME3 chased multiplayer shooter trends, DA:I and ME:A both chased open world RPG trends, Anthem chased the live service trend, and the first try at DA3 chased more live service stuff before Anthem launched to shit and they scrapped the whole thing to start over.

    All while, of what I saw first hand (of those I played) or read about secondhand (of those I did not play) none of those games put any serious focus on Bioware’s bread&butter of well written narratives. ME3 in particular is a narrative mess, with two solid payoffs (Krogans + Geth-Quarians) and the rest being some of the worst writing I’ve seen in a major video game.

    ME2 was great. ME2 also set Bioware on a doomed path.




  • I’m planning to upgrade from a 12 mini, which partly influenced my choice of years too (having seen 3 year data was the main part!). If I had a 12 Pro I think I’d have kept it for an extra year, but the battery is just not sufficient for how my phone use has changed.

    I think furthering your extra details here too is I saw someone point out that one of Apple’s slides for the base 15 was comparing its performance to the base 12. Apple knows how often people upgrade. Picking the 12 as a comparison point wouldn’t be an accident — we’re the single largest target audience for the 15. And in a year, they will in all likelihood compare the 16 to the 13 for the same reason.


  • This year’s new phones are for people that last bought a phone in 2020 or earlier. If the average user is on a three year upgrade cycle (what the data shows as I recall) then you’d expect roughly 1/3 of people to upgrade every year.

    This is better for Apple, as it keeps their revenue more spread out instead of heavily concentrated in year one of a three year cycle.
    This is better for consumers, as it means new features and upgrades are constantly being made. If they want to upgrade early they can, and they’ll get new features even if it’s only been two years.
    This is also better for both Apple and consumers because there’s more opportunities to course-correct or respond to feedback over issues. If Apple only released a phone every other or every three years, it’d take that much longer for the switch to USB-C.

    Just because a new product is launched does not mean you need to buy it. Nvidia released a new GPU last year, but I didn’t buy it even though it’s newer than what I currently have. Arguing that new phones shouldn’t come out each year is like arguing that new cars shouldn’t come out each year. It makes no sense.



  • This doesn’t need to immediately lower housing costs to have a positive impact.

    Hypothetical numbers… If housing was going to go up 5% in the next year and this change causes that to go down to a 1% increase, it will have made things better. Of course, we’d all like to just go straight to lowered housing costs. But individual changes can still do good and bring us towards that goal without strictly accomplishing it.


  • That depends on how long FCC is able to keep it implemented for, IMO.

    Something that gets lost a lot in policy discussion is that once you implement a business regulatory policy like this, you create a constituency for that policy. It’s an advantage in preserving hard fought gains but that also means the timelines need to work for it. The problem net neutrality faced the first time is that it was (a) late in Obama’s presidency, (b) held up by court cases, and (c) reversed early on by Trump’s FCC. There wasn’t much time for the internet business community to build a business model around it.

    If net neutrality is regulated into existence for 5+ years, at that point businesses will have come to rely on its existence. Taking it away will be harder, especially for a big pro-business party if it’s getting an earful from megacorporations that want things to stay as they are.

    Of course, I do agree that legislating it is the most robust option and would be the best course of action. I just don’t see legislation as the only option with any longevity. FCC rules can be that if the timelines work.



  • The practical performance differences between N3B and N3E should be more or less immaterial to the end user. N3E just has a lower defect rate, meaning a greater portion of chips will be valid when made under that process versus made under N3B. There was a fairly credible rumor a few weeks ago that Apple was paying TSMC per valid chip instead of the industry standard per wafer. So for us, the end users, the cost won’t even be passed down — that’s just a cost that TSMC has to bear.

    That said, if you don’t need a new phone now, waiting is good in general. Whatever is out today, they’ll have something better next year. Wait as long as you’re willing and able between upgrades. Unless you’re absolutely loaded with money, I guess.


  • In this case it’s not truly a result of limited fab availability.

    TSMC has two main variants of their 3nm node. The original one, that Apple is using, is N3B. It has worse yields, so TSMC started work on another variant, N3E. N3E has much better yields but will not be ready until late 2023 or early 2024. Everyone else besides Apple opted to skip N3B and go for N3E. Apple, with their very consistent release cadence, didn’t want to wait for N3E. So Apple — and only Apple — is using N3B.

    Thus, we have:
    (1) TSMC only has one 3nm node in 2023: N3B.
    (2) TSMC only has one customer for N3B: Apple.
    (3) TSMC will never have any other customer use N3B, and have no incentives to build capacity beyond what is needed now.

    It’s effectively tautological that their entire 3nm allocation will be sold exclusively to Apple in 2023.


  • The movie made sense IMO, its main issues are that so much of the crew are hollow. Their characters are threadbare, they’re on screen for the express purpose of dying. Even if we don’t pick up on it specifically we pick up on it subconsciously and they feel off. The geologist and biologist that die early on have basically one trait each (biologist is fake tough guy, biologist is nerdy-nervous). They don’t feel like real people.

    I liked Prometheus a lot, but the very-real problems with it would in my estimation require way more than a director’s cut to fix. Unless there’s a lot of filmed character development out there, I suppose. The insignificant characters needed to be replaced with a far smaller number of significant characters to join the handful of existing significant characters. Basically requires a rewrite.