Spyke

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Whats the most disgusting thing you've ever put in your mouth?

Salted chips without the chip. I was mindlessly eating some chips from the bag and suddenly there was this intense salt flavour quickly overpowered by way too much rotten oil flavour. When I spit it out, it looked like a clump of deep fried salt.

::: spoiler Aftermath The next day I continued eating the bag of chips and there was an even bigger clump still in the bag, which I again only noticed once it was too late... :::

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Free iphone

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I worked at a company where everyone would try and send an email to themselves from an unlocked PC. That mail contained a heads up that the victim willl bring cake into the office e.g. next tuesday. They then were typically forwarded to the whole team while thanking them for their generosity.

It really hammered that lesson home and the victims did honor the cake-mails. Only downside was, that this led to people to tryimg to bait each other into leaving their PCs unlocked and creative countermeasures, such as delaying mails containing the word 'cake'.

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Video game romances need to evolve beyond lore dumps

This is a really weird way to argue a weird point. I think, the main issue is, most games are closer to boardgames than movies. And the author places them too close to movies.

And you can build boardgames for romance, sure. But, unless the romance is part of the core game loop, it's something that breaks the flow of the game. So it gets abstracted away, or the romance is expressed in terms of the core game mechanics. Which, in video games are often reaching the next scene, dialog trees or gaining stat points.

And, even if you think they're closer to movies, then most video games are closest to action movies. And here the word romance isn't used. It's just renamed love interest and is often just the price for saving the world, but the core 'mechanics' are the same.

And most romances will start as fun flings full of hope, not with the nitty-gritty logistics. The logistics will come later, sure. But most Video-Games are set romantically in a few weeks of summer camp, so there is no need to figure out logistics just yet.

Open-World games, that have a character that travels around and meets people as part of their daily lives, sure.

But this argument would apply to games like the Elder Scrolls series. Not Cyberpunk 2077 in which the main character is dying and has only weeks left to live.

But, I do concede that most romances do fall flat once you've reached the top. You had your sex-scene and you may have your kisses, your hugs, the new greetings in dialogue, and the characters return to being cardboard in the background. I know it's hard to implement, but still, it would be nice, if they could then play a larger role in, for example, the main story.

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You can ask any question to the people of year 3000, but can only receive information in the form of a single bit. What's your question?

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Once you're able to use time as an information, they can send a message with a character limit. For every letter they need to wait:

Remaining Message Length^Alphabet Size*Index of Letter*time interval

So, if future people want to sent the message hello and our time unit is 1s, and the max message length is 5, they need to send the bit to exactly 26^4*7+26^3*4+26^2*11+26^1*11+26^0*14 = 3276872 seconds or 54614,5333min or 910,242222h or ~38 days after the start time.

We can choose smaller time intervals, but with a long enough message, we'll eventually reach the year 3000 again. Alternatively, we can move the start time into the past, at the expense of quite a few possible messages.

This is the same problem as trying to map an n-dimensional array to a one dimensional array