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codewithnazam · 2 years
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HTML Tables with examples: A Comprehensive Guide for Web Developers on Creating, Formatting, and Displaying Data
I. Introduction In this article, we will explore the world of HTML tables and their importance in web design. HTML tables are an essential part of building websites, as they allow developers to organize data and information in a structured and visually appealing way. They enable users to present information in a tabular format, making it easier to read and understand. HTML tables are used in a…
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The moral injury of having your work enshittified
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This Monday (November 27), I'm appearing at the Toronto Metro Reference Library with Facebook whistleblower Frances Haugen.
On November 29, I'm at NYC's Strand Books with my novel The Lost Cause, a solarpunk tale of hope and danger that Rebecca Solnit called "completely delightful."
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This week, I wrote about how the Great Enshittening – in which all the digital services we rely on become unusable, extractive piles of shit – did not result from the decay of the morals of tech company leadership, but rather, from the collapse of the forces that discipline corporate wrongdoing:
https://locusmag.com/2023/11/commentary-by-cory-doctorow-dont-be-evil/
The failure to enforce competition law allowed a few companies to buy out their rivals, or sell goods below cost until their rivals collapsed, or bribe key parts of their supply chain not to allow rivals to participate:
https://www.engadget.com/google-reportedly-pays-apple-36-percent-of-ad-search-revenues-from-safari-191730783.html
The resulting concentration of the tech sector meant that the surviving firms were stupendously wealthy, and cozy enough that they could agree on a common legislative agenda. That regulatory capture has allowed tech companies to violate labor, privacy and consumer protection laws by arguing that the law doesn't apply when you use an app to violate it:
https://pluralistic.net/2023/04/12/algorithmic-wage-discrimination/#fishers-of-men
But the regulatory capture isn't just about preventing regulation: it's also about creating regulation – laws that make it illegal to reverse-engineer, scrape, and otherwise mod, hack or reconfigure existing services to claw back value that has been taken away from users and business customers. This gives rise to Jay Freeman's perfectly named doctrine of "felony contempt of business-model," in which it is illegal to use your own property in ways that anger the shareholders of the company that sold it to you:
https://pluralistic.net/2023/11/09/lead-me-not-into-temptation/#chamberlain
Undisciplined by the threat of competition, regulation, or unilateral modification by users, companies are free to enshittify their products. But what does that actually look like? I say that enshittification is always precipitated by a lost argument.
It starts when someone around a board-room table proposes doing something that's bad for users but good for the company. If the company faces the discipline of competition, regulation or self-help measures, then the workers who are disgusted by this course of action can say, "I think doing this would be gross, and what's more, it's going to make the company poorer," and so they win the argument.
But when you take away that discipline, the argument gets reduced to, "Don't do this because it would make me ashamed to work here, even though it will make the company richer." Money talks, bullshit walks. Let the enshittification begin!
https://pluralistic.net/2023/11/22/who-wins-the-argument/#corporations-are-people-my-friend
But why do workers care at all? That's where phrases like "don't be evil" come into the picture. Until very recently, tech workers participated in one of history's tightest labor markets, in which multiple companies with gigantic war-chests bid on their labor. Even low-level employees routinely fielded calls from recruiters who dangled offers of higher salaries and larger stock grants if they would jump ship for a company's rival.
Employers built "campuses" filled with lavish perks: massages, sports facilities, daycare, gourmet cafeterias. They offered workers generous benefit packages, including exotic health benefits like having your eggs frozen so you could delay fertility while offsetting the risks normally associated with conceiving at a later age.
But all of this was a transparent ruse: the business-case for free meals, gyms, dry-cleaning, catering and massages was to keep workers at their laptops for 10, 12, or even 16 hours per day. That egg-freezing perk wasn't about helping workers plan their families: it was about thumbing the scales in favor of working through your entire twenties and thirties without taking any parental leave.
In other words, tech employers valued their employees as a means to an end: they wanted to get the best geeks on the payroll and then work them like government mules. The perks and pay weren't the result of comradeship between management and labor: they were the result of the discipline of competition for labor.
This wasn't really a secret, of course. Big Tech workers are split into two camps: blue badges (salaried employees) and green badges (contractors). Whenever there is a slack labor market for a specific job or skill, it is converted from a blue badge job to a green badge job. Green badges don't get the food or the massages or the kombucha. They don't get stock or daycare. They don't get to freeze their eggs. They also work long hours, but they are incentivized by the fear of poverty.
Tech giants went to great lengths to shield blue badges from green badges – at some Google campuses, these workforces actually used different entrances and worked in different facilities or on different floors. Sometimes, green badge working hours would be staggered so that the armies of ragged clickworkers would not be lined up to badge in when their social betters swanned off the luxury bus and into their airy adult kindergartens.
But Big Tech worked hard to convince those blue badges that they were truly valued. Companies hosted regular town halls where employees could ask impertinent questions of their CEOs. They maintained freewheeling internal social media sites where techies could rail against corporate foolishness and make Dilbert references.
And they came up with mottoes.
Apple told its employees it was a sound environmental steward that cared about privacy. Apple also deliberately turned old devices into e-waste by shredding them to ensure that they wouldn't be repaired and compete with new devices:
https://pluralistic.net/2023/09/22/vin-locking/#thought-differently
And even as they were blocking Facebook's surveillance tools, they quietly built their own nonconsensual mass surveillance program and lied to customers about it:
https://pluralistic.net/2022/11/14/luxury-surveillance/#liar-liar
Facebook told employees they were on a "mission to connect every person in the world," but instead deliberately sowed discontent among its users and trapped them in silos that meant that anyone who left Facebook lost all their friends:
https://www.eff.org/deeplinks/2021/08/facebooks-secret-war-switching-costs
And Google promised its employees that they would not "be evil" if they worked at Google. For many googlers, that mattered. They wanted to do something good with their lives, and they had a choice about who they would work for. What's more, they did make things that were good. At their high points, Google Maps, Google Mail, and of course, Google Search were incredible.
My own life was totally transformed by Maps: I have very poor spatial sense, need to actually stop and think to tell my right from my left, and I spent more of my life at least a little lost and often very lost. Google Maps is the cognitive prosthesis I needed to become someone who can go anywhere. I'm profoundly grateful to the people who built that service.
There's a name for phenomenon in which you care so much about your job that you endure poor conditions and abuse: it's called "vocational awe," as coined by Fobazi Ettarh:
https://www.inthelibrarywiththeleadpipe.org/2018/vocational-awe/
Ettarh uses the term to apply to traditionally low-waged workers like librarians, teachers and nurses. In our book Chokepoint Capitalism, Rebecca Giblin and I talked about how it applies to artists and other creative workers, too:
https://chokepointcapitalism.com/
But vocational awe is also omnipresent in tech. The grandiose claims to be on a mission to make the world a better place are not just puffery – they're a vital means of motivating workers who can easily quit their jobs and find a new one to put in 16-hour days. The massages and kombucha and egg-freezing are not framed as perks, but as logistical supports, provided so that techies on an important mission can pursue a shared social goal without being distracted by their balky, inconvenient meatsuits.
Steve Jobs was a master of instilling vocational awe. He was full of aphorisms like "we're here to make a dent in the universe, otherwise why even be here?" Or his infamous line to John Sculley, whom he lured away from Pepsi: "Do you want to sell sugar water for the rest of your life or come with me and change the world?"
Vocational awe cuts both ways. If your workforce actually believes in all that high-minded stuff, if they actually sacrifice their health, family lives and self-care to further the mission, they will defend it. That brings me back to enshittification, and the argument: "If we do this bad thing to the product I work on, it will make me hate myself."
The decline in market discipline for large tech companies has been accompanied by a decline in labor discipline, as the market for technical work grew less and less competitive. Since the dotcom collapse, the ability of tech giants to starve new entrants of market oxygen has shrunk techies' dreams.
Tech workers once dreamed of working for a big, unwieldy firm for a few years before setting out on their own to topple it with a startup. Then, the dream shrank: work for that big, clumsy firm for a few years, then do a fake startup that makes a fake product that is acquihired by your old employer, as an incredibly inefficient and roundabout way to get a raise and a bonus.
Then the dream shrank again: work for a big, ugly firm for life, but get those perks, the massages and the kombucha and the stock options and the gourmet cafeteria and the egg-freezing. Then it shrank again: work for Google for a while, but then get laid off along with 12,000 co-workers, just months after the company does a stock buyback that would cover all those salaries for the next 27 years:
https://pluralistic.net/2023/09/10/the-proletarianization-of-tech-workers/
Tech workers' power was fundamentally individual. In a tight labor market, tech workers could personally stand up to their bosses. They got "workplace democracy" by mouthing off at town hall meetings. They didn't have a union, and they thought they didn't need one. Of course, they did need one, because there were limits to individual power, even for the most in-demand workers, especially when it came to ghastly, long-running sexual abuse from high-ranking executives:
https://www.nytimes.com/2018/10/25/technology/google-sexual-harassment-andy-rubin.html
Today, atomized tech workers who are ordered to enshittify the products they take pride in are losing the argument. Workers who put in long hours, missed funerals and school plays and little league games and anniversaries and family vacations are being ordered to flush that sacrifice down the toilet to grind out a few basis points towards a KPI.
It's a form of moral injury, and it's palpable in the first-person accounts of former workers who've exited these large firms or the entire field. The viral "Reflecting on 18 years at Google," written by Ian Hixie, vibrates with it:
https://ln.hixie.ch/?start=1700627373
Hixie describes the sense of mission he brought to his job, the workplace democracy he experienced as employees' views were both solicited and heeded. He describes the positive contributions he was able to make to a commons of technical standards that rippled out beyond Google – and then, he says, "Google's culture eroded":
Decisions went from being made for the benefit of users, to the benefit of Google, to the benefit of whoever was making the decision.
In other words, techies started losing the argument. Layoffs weakened worker power – not just to defend their own interest, but to defend the users interests. Worker power is always about more than workers – think of how the 2019 LA teachers' strike won greenspace for every school, a ban on immigration sweeps of students' parents at the school gates and other community benefits:
https://pluralistic.net/2023/04/23/a-collective-bargain/
Hixie attributes the changes to a change in leadership, but I respectfully disagree. Hixie points to the original shareholder letter from the Google founders, in which they informed investors contemplating their IPO that they were retaining a controlling interest in the company's governance so that they could ignore their shareholders' priorities in favor of a vision of Google as a positive force in the world:
https://abc.xyz/investor/founders-letters/ipo-letter/
Hixie says that the leadership that succeeded the founders lost sight of this vision – but the whole point of that letter is that the founders never fully ceded control to subsequent executive teams. Yes, those executive teams were accountable to the shareholders, but the largest block of voting shares were retained by the founders.
I don't think the enshittification of Google was due to a change in leadership – I think it was due to a change in discipline, the discipline imposed by competition, regulation and the threat of self-help measures. Take ads: when Google had to contend with one-click adblocker installation, it had to constantly balance the risk of making users so fed up that they googled "how do I block ads?" and then never saw another ad ever again.
But once Google seized the majority of the mobile market, it was able to funnel users into apps, and reverse-engineering an app is a felony (felony contempt of business-model) under Section 1201 of the Digital Millennium Copyright Act. An app is just a web-page wrapped in enough IP to make it a crime to install an ad-blocker.
And as Google acquired control over the browser market, it was likewise able to reduce the self-help measures available to browser users who found ads sufficiently obnoxious to trigger googling "how do I block ads?" The apotheosis of this is the yearslong campaign to block adblockers in Chrome, which the company has sworn it will finally do this coming June:
https://www.tumblr.com/tevruden/734352367416410112/you-have-until-june-to-dump-chrome
My contention here is not that Google's enshittification was precipitated by a change in personnel via the promotion of managers who have shitty ideas. Google's enshittification was precipitated by a change in discipline, as the negative consequences of heeding those shitty ideas were abolished thanks to monopoly.
This is bad news for people like me, who rely on services like Google Maps as cognitive prostheses. Elizabeth Laraki, one of the original Google Maps designers, has published a scorching critique of the latest GMaps design:
https://twitter.com/elizlaraki/status/1727351922254852182
Laraki calls out numerous enshittificatory design-choices that have left Maps screens covered in "crud" – multiple revenue-maximizing elements that come at the expense of usability, shifting value from users to Google.
What Laraki doesn't say is that these UI elements are auctioned off to merchants, which means that the business that gives Google the most money gets the greatest prominence in Maps, even if it's not the best merchant. That's a recurring motif in enshittified tech platforms, most notoriously Amazon, which makes $31b/year auctioning off top search placement to companies whose products aren't relevant enough to your query to command that position on their own:
https://pluralistic.net/2023/04/25/greedflation/#commissar-bezos
Enshittification begets enshittification. To succeed on Amazon, you must divert funds from product quality to auction placement, which means that the top results are the worst products:
https://pluralistic.net/2023/11/06/attention-rents/#consumer-welfare-queens
The exception is searches for Apple products: Apple and Amazon have a cozy arrangement that means that searches for Apple products are a timewarp back to the pre-enshittification Amazon, when the company worried enough about losing your business to heed the employees who objected to sacrificing search quality as part of a merchant extortion racket:
https://www.businessinsider.com/amazon-gives-apple-special-treatment-while-others-suffer-junk-ads-2023-11
Not every tech worker is a tech bro, in other words. Many workers care deeply about making your life better. But the microeconomics of the boardroom in a monopolized tech sector rewards the worst people and continuously promotes them. Forget the Peter Principle: tech is ruled by the Sam Principle.
As OpenAI went through four CEOs in a single week, lots of commentators remarked on Sam Altman's rise and fall and rise, but I only found one commentator who really had Altman's number. Writing in Today in Tabs, Rusty Foster nailed Altman to the wall:
https://www.todayintabs.com/p/defective-accelerationism
Altman's history goes like this: first, he founded a useless startup that raised $30m, only to be acquired and shuttered. Then Altman got a job running Y Combinator, where he somehow failed at taking huge tranches of equity from "every Stanford dropout with an idea for software to replace something Mommy used to do." After that, he founded OpenAI, a company that he claims to believe presents an existential risk to the entire human risk – which he structured so incompetently that he was then forced out of it.
His reward for this string of farcical, mounting failures? He was put back in charge of the company he mis-structured despite his claimed belief that it will destroy the human race if not properly managed.
Altman's been around for a long time. He founded his startup in 2005. There've always been Sams – of both the Bankman-Fried varietal and the Altman genus – in tech. But they didn't get to run amok. They were disciplined by their competitors, regulators, users and workers. The collapse of competition led to an across-the-board collapse in all of those forms of discipline, revealing the executives for the mediocre sociopaths they always were, and exposing tech workers' vocational awe for the shabby trick it was from the start.
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If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2023/11/25/moral-injury/#enshittification
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Hi I need penis help lol. There was this one website long ago, that I only vaguely remember, I hope it still exists and either you or a beloved follower knows it.
It was plainly coded in HTML / obviously a web 2.0 website, that had submissions(?) from a wide variety of men. They talked about their penises and their physical characteristics & peculiarities, and... I think it had pictures of them soft & erect? I vaguely remember navigating through just pages and pages of this, I think they were formatted into a table but I'm unsure?
It was an early effort for body positivity for people with penises, and I miss it. Back pre-transition it was one of the places I stumbled upon and used to learn about other people's bodies in a way that felt safe and accessible when I was still so confused and so so scared.
All the best ❤️
It sounds amazing! Do you remember what it was called? Or have any guesses?
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Megalithic Sites
A megalith is a huge stone that has been put to some type of purpose, typically between the Mesolithic through the chalcolithic period, fading out through the Bronze age. They can be single or multiple stones, though they are generally not tombs.
Single stones can come in three general types: Menhir, also know as 'standing stones', monolith (a single stone on its own), and capstones, which cover burial chambers without other supports. Multiple stones can come in five general types: Alignments which can be rows or spirals, megalithic or Cyclopean walls, which are rough-hewn bolder walls, stone circles or cromlechs like Stonehenge, dolmen which can be called a portal tomb and are table like entrances into tombs, and cist which is a stone coffin.
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By German Archaeological Institute, photo E. Kücük. - Dietrich L, Meister J, Dietrich O, Notroff J, Kiep J, Heeb J, et al. (2019) Cereal processing at Early Neolithic Göbekli Tepe, southeastern Turkey. PLoS ONE 14(5): e0215214. https://doi.org/10.1371/journal.pone.0215214Image: https://journals.plos.org/plosone/article/figure?id=10.1371/journal.pone.0215214.g001"Copyright: © 2019 Dietrich et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited." (links to CC BY 4.0 the day the picture is uploaded), CC BY 4.0, https://commons.wikimedia.org/w/index.php?curid=90543136
Humans began building large stone structures even before we began living in cities. Some of the earliest are around the area of Gobleki Tepe in modern day Turkey, which were built around 9000 BCE by a culture that we don't know what they call themselves and first rediscovered in 1963. It wasn't until about 1994 that the excavations began. These sites consist of many large stones that are decorated with male figures and animals. Because these sites predate writing, we don't know what the purpose was, but we can tell by what refuse is around that these sites were not for full-time shelter. Because of this, we believe that they held ceremonial significance. However, with less than 5% of the site excavated, we still have a lot to learn about this site, though we have learned so much already.
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By Mahmut Bozarslan (VOA) - https://d33vxfhewnqf4z.cloudfront.net/a/tarihin-yeni-sifir-noktasi-karahantepe/7351113.html, Public Domain, https://commons.wikimedia.org/w/index.php?curid=145335567
Nearby, there is a site called Karahan Tepe that was discovered more recently that might be older, possibly dating as far back as 11000 BCE. It also includes area where the stone for the megaliths was quarried. It was first rediscovered in 1997. It hasn't been as excavated or studied as much as Gobekli Tepe, however it appears to have been intermittent in habitation, possibly following herds of grazing animals and availability of wild growing grasses such as barley and wheat.
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By Hanay, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=15044109
Atlit Yam is a site one kilometer off-shore from modern day Atlit. At the time it was built, approximately 6900 BCE, during the last Ice Age, the location was on the shore. There is a large stone semicircle that would have been around a freshwater spring. This site also has what appear to be houses as well. Around 6300 BCE, Mount Etna appears to have a collapse of its eastern flank that likely led to 40m tsunami in the Mediterranean. There were piles of fish and other evidence of rapid evacuation of the site. Within the site, there is also a woman and child that appear to have had tuberculosis, the earliest known cases, as well as men who have inner ear damage that indicate that they probably dived to fish and that the water was likely cold. There is evidence that this was one of the earliest sedentary cultures with grain storage and what appear to be wells, before it was abandoned to the tsunami and sea-level rise of the end of the last Ice Age.
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By Raymbetz - Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=7525976
Another pre-agriculture seasonal megalithic habitation is Nabta Playa in modern day Egypt. While the location is now within the Sahara Desert, at the time, it was a rich savanna with a lake nearby. Archaeological findings suggest that people began camping there seasonally around 10000-9000 BCE. The megalithic structure was probably built around 7500 BCE, The megalithic site seems to be a "calendar circle", though there is some debate about that. Given that the exact alignment of the stars and seasons has shifted over the past 12000 years, it's difficult to know for sure which constellation the stones align to and which season, but they do seem to align with the bright stars in the constellation Orion. There are suggestions that the site was used as a ceremonial gathering site prior to the building of the stone circle based on the remains of cattle found in the location. It's believed, based on modern nomadic cultures, that cattle would have only been killed on important occasions.
Resources:
Milo Rossi (miniminuteman on YouTube and tiktok): Series on Archaeology of Southern Turkey Series regarding Netflix's Ancient Apocalypse
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Saw this cute little Picture of The Little Prince in a plane and now I can't stop thinking about it♡
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(Link to it: https://www.bdaddik.com/en/table-mats-and-trays/6707-enesco-table-set-the-little-prince-by-plane-42x29cm-846007014899.html)
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rekishi-aka · 2 years
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Between a rock and a hard place: Adam had no choice, because Leo didn't leave him any
Probably not exactly a hot take, and actually a copy from my DW post the other day. Also, the original post has pictures, but because tumblr doesn't support any proper HTML, I had to skip the majority of them. Which is annoying me.
I think the whole mess is not Adam's fault alone, I actually think Leo has a significant part in it as well. I can't actually blame him, because he's so obviously in love and thought he was so close to getting what he wanted that he probably steamrolled Adam a bit. But Leo, for all that I get him and love him, is very much not blameless here.
Adam has one major raison d'être: Protect Leo. This is his one "this, you protect" thing ever. That was true in the school yard and this is also now true in adulthood with the whole money disaster. Adam wants to keep Leo out of the business with Boris and the money, because this is the best way to protect Leo. That's not exactly a news, this has been true since "Das fleißige Lieschen".
When Leo says, "I sleep better when I know nothing will happen to you", then Adam could have simply said that the same was true for him. He didn't, because Adam represses with the best of them (as you do).
(Rest under the cut, warning it's long an convoluted)
Anyway, between DfL and HdW, Leo didn't really have opportunity to catch some air. There was always something, first Adam comes back out of the blue with exactly no warning that he's still alive or about to become Leo's new partner (which he must have known), then he learns Adam's father has woken up again and the whole angst spiral starts over again. My guess is also that Adam wasn't exactly a happy guy in those two months between the episodes, because he was keeping secrets and had to deal with the emotional fallout of Roland being awake again.
I'm mostly willing to cut Adam slack about that, because he is protective of Leo and had the misguided notion of wanting to fix it himself, but Leo must have been confused. First Adam comes back and downright smoulders at him…and then he probably ran cold, suddenly. Leo is willing to forgive that for the most part because he has Adam back and looking that gift horse in the mouth will probably end with tears. So he doesn't. He should but he doesn't.
After HdW, however, that secret is very well out of the way and they obviously have some time to get used to each other again. The team gels better - probably because with Adam there, who will always have his back, Leo finally has some time to think about what he wants and how he wants to do it and Pia is willing to give the whole thing a go, so Esther is as well. They're so happy and relaxed at the beginning of HdS, flirting like they're about to go home with each other (they might have, had things not happened), it's a joy to see! It's a very bitter moment of what was and what could have been.
After HdS, Adam has more secrets, but all of Leo's secrets and guilt and tragedy has been aired out and gotten out of the way. Yes, he did put Roland in a coma, but he also did that to protect Adam. Really tragic is, I always thought that they could have just said what happened…but after KdE we also know that no one would have believed them. Leo should probably have paid more attention at uni when that topic was on the table, but he probably never thought that was about him - because that's the kind of guy Leo is.
But Leo has no more secrets. And he doesn't want any more secrets. Since DfL, he's always been in some kind of bind and all of that is just gone. And Leo can finally allow himself to actually love Adam the way he wants to.
And I think Leo just said fuck it and doesn't stop to think what that does to Adam. I don't think there was an actual love confession that used the words "I love you" or a variation thereof, but I that whole "I would go to the end of the world with you" wasn't new to Adam. Leo has said that before, in that way or in similar guise and sure, and he's very clearly loved on Adam. Maybe a bit awkwardly, because I don't think Leo is the super expert in relationships either, but I don't think he's been hiding his feelings anymore. He's way too expressive in KdE, he opens the door for Adam way too often, he wants he wants he wants.
Adam, on the other hand, doesn't do emotions - not in the Robert Karow school of thought though; Adam is very aware that they exist and that he has them but he hates it. At best he's rusty at them, at worst he's scared of feeling more than shallowly - scratching a sexual itch isn't the same as feeling something for anyone - because it makes him vulnerable. I don't believe Adam has any kind of relationship experience despite picking up strays and his experience with being loved by anyone (except Leo) is to be hurt. So he panics. And shuts down.
And Leo, who knows enough about Boris and the money and Roland to draw conclusions but not enough to see the whole picture, thinks if he just shows it enough, if he just keeps going and shows Adam how much he loves him, Adam will see it and accept it. Steter Tropfen höhlt den Stein. But he gets restless the more Adam fudges and lies and won't open his mouth, because Leo thinks if he can just fix this problem, he can fix Adam and then they will be happy. Unfortunately, that's not how life works and the whole things leads to the mess at the hospital. Because Leo goes after him again and again and is being shut down until finally, he leaves.
Adam, who knows everything and also knows that Leo loves him, finally has the opportunity to protect Leo from himself and from Adam's whole mess. Because the cut-off finger's of his attacker scared him shitless. So did the realization that, apparently, he's the heir to a crime family, but the fingers really showed him how this ripples out. He knows he's too deep into this mess, and finally when Leo steps up to him and says, "I would go to the end of the world with you but not this way", he knows the way to make Leo go away for good and protect him is to walk that path alone (single-plank bridge, anyone?). Because better Leo emotionally hurt than Leo dead for his association with Adam. Because Adam is a self-sacrificing idiot, but he also wants to save Leo from his own choices; he inserted himself way too deeply into the shitshow that is Adam's life (the couch crashing, going to see Boris, trying to get it out of Adam, etc). He doesn't want to, it hurts him a lot, but he needs to get Leo off this track. He knows Leo well and he very deliberately pushes him over the edge; he sticks in the knife and twists it, basically.
Look at it (static pics at the DW post):
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And with Leo also physically shoving him (big, big no go with Adam, srsly Leo have you learned nothing), he finally has the momentum to shoot back.
He isn't enjoying hurting Leo, but he finally manages, because this is Leo after Adam leaves:
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(It's lucky Vladimir is a good actor, they both are, or this could have ended up being ridiculous)
This is Adam's last ditch effort. After he pushes Leo so far away that he can't even be sure they'll even still be able to work together, he makes a last ditch effort to get rid of the money by threatening Manuela with 'finding' it at the Heimatschänke. But that goes sideways and Adam learns too much about a past he never wanted and…well.
And still Leo isn't really done with him, because we have this image from the last scene:
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This is not a man who is done with his friend. And well, neither is Adam, really (because all things being equal, he will forgive Leo most things which...is a whole different can of warm I don't want to go into here).
Leo, meanwhile, knew Adam had the money. He also knew it was in the gym bag, because he tries to get into Adam's locked desk for confirmation. If Leo had gotten that then or at any other point, this would have been salvageable. But the confirmation after the fight with Alina was just too much for him to take.
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And the thing is, this was more or less inevitable. Both of them assume too much about the other and talk too little about their own shit. carmenta and I discussed back in summer or early fall already that the only way they could make it work was if they learned to talk. However, that was unlikely enough that the only way it might work was if they got together, crashed and burned the relationship, and then there was some sort of tearful kissing in the rain in the middle of the night. (With a boom box preferably, but I'm old fashioned.)
I'm actually more surprised that they managed to do that before they even have a relationship, that has to be some sort of record. But ideally they'll get this out of the way and then can start again. Dramaturgically, this is really well done, I approve even if it hurts me in my feels.
Bottom line: Adam (thought he) had no choice, because Leo didn't leave him any. This doesn't make anyone the villain in this scenario, but it also doesn't mean anyone is blameless here.
Also, they both need a hug.
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Smaller wizarding British schools (p3)
Pumlumon
(Plynlimon) The medieval Welsh school in the Cambrian Mountains on Pumlumon Fawr yet only Welsh attendees can find it directly. Proudly Welsh teaching in said language and Celtic culture.
They specialize in Charms, Dance, Folk Magic, Herbology, Geology, Magizoology, River Magic, all Welsh Heritage, and many sports including Fencing. They accept all of Welsh descent but many choose Hogwarts, though take exchange. They offer day and boarding but most board weekdays with the family focus.
The proud Honorable House of Prewett (gentry) traditionally take exchange having ancient claimed direct descent from the Knights of the Round Table, one of the few families left though the newer Robards family has traced lineage. Descent or not, Celtic wizarding families have fierce rivalries and allies.
Wales prides itself for the future restoration of Albion yet the previously strong British belief of King Arthur's return and reincarnation dwindles since the Boy-Who-Lived (with maternal Welsh roots) vanished You-Know-Who and constant destruction since Grindelwald's reign with no avail. Pumlumon rivals Kelynek and Hogwarts the most and Wales continues to prepare for the future of the Albion Union, king or not.
(Pictures:
1: https://www.llanidloes.com/cambrian-mountains/climbing_plynlimon2.html
2: https://i.pinimg.com/originals/45/b9/22/45b922d9396d312e51433063a10c821c.jpg
3: https://merlin.fandom.com/de/wiki/Pendragon?file=Camelot_crest09_%25281%2529.jpg
4: https://i.pinimg.com/originals/4c/af/dd/4cafdda7773cac403a80cee675810786.jpg)
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consolecadet · 1 year
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10 First Lines Game
Tagged by @specialagentartemis (thanks for thinking of me!)
“Rules: share the first lines of ten of your most recent fanfics and tag ten people. If you have written less than ten, don’t be shy and share anyway ❤️”
At Artemis' suggestion, I'm playing fast and loose with the rules and including original fiction too. I feel like I don't talk about my writing in much detail and many of these projects are not online, so I've included some context!
When Gareth Last gets to the top of the stairs to his office on Germantown Ave, someone is already standing there, waiting. “Latent Defects”, last worked on today. Latent Defects is a bi 1980s detective novel I started during NaNoWriMo 2018 and have been working on since. I don’t want to jinx it, but I think I’m getting close to a version I'd be comfortable asking for feedback on! HMU if we're mutuals and you want to read a 350-page manuscript soon (realistically a few months from now).
Kim closes his Mnemotechnique A6 and aligns his pen beside it on the desk. “Boot Black”, last worked on today. I started writing this fic about an undernegotiated BDSM scene between Kim Kitsuragi and Harry du Bois in February because of an intoxicated tag I left on this poor, unsuspecting artist’s drawing of Kim Kitsuragi. It's nearly finished.
He shows him the picture. “Rabbit Vector.” “This is Not a Virtual Simulation”, last worked on March 2023. This year I started outlining a new version of a very old cyberpunk heist novel project. I'm still in the R&D phase, but I did write a first line (or two).
PROBLEM: Lieutenant Kitsuragi seems repressed. “Thought Acquired: Manic Pixie Dream Detective”, finished February 2023. I wrote this Kim/Harry short in the style of Disco Elysium’s Thought Cabinet. An amusing exercise.
It doesn’t feel right to be back at the new school in Trenton so soon, after spending last night watching the shamash until it went out with his siblings. “That’s How Accidents Happen”, finished October 2022. A Latent Defects short about the love interest Luke Whittaker’s adolescent crush on his high school shop teacher.  
The first 30% of Hermann’s flare came from his and Newton’s ill-advised drift with the Kaiju fetus. “It’s the Weather, You Imbecile”, finished September 2022. After joining AO3 and revising my old fics to upload them there, the spirit of 2013 possessed me to write this Pacific Rim porn.
At Goodwill in boy mode, I watch for other shoppers in the mirror above the racks. “#191970 Midnight Blue” for The HTML Colors Zine, finished April 2022. I had a blast writing ten 50-word stories inspired by HTML colors for this zine I found out about on Twitter. Artemis also has some work in here!
A man tried to sell me a daydream today. Adaptive Daydreaming”, last worked on December 2021. One of a few ideas I have in a universe loosely inspired by William Gibson’s “simstim” technology (my version is a device called the SenShare). This one is also inspired by bullshit-artist corporate coaches.
He’s glad he’s sitting on the exam table, because the patterned cotton johnny is too small. “The Transformation”, last worked on January 2021. This was going to be a short story about a doctor dismissing a fat character’s strange symptoms, which turn out to be the lead-up of the character turning into a terrible (yet awesome) monster.
Connor remembers enough to know it wasn’t her fault. “Neural Feedback Loop”, finished/last worked on September 2020. Another SenShare device story. In this one, a cyclist disabled by a car accident takes revenge by using the SenShare to force the pain of her injuries onto the driver.
What have we learned today?
Unlike Artemis, I rarely if ever start a story with a line of dialogue
Despite my best efforts, ~70% of my recent work features a man as the main character
Most of the fanfiction I write is porn, while most of the original fiction I write is not
I tend to start with a zoomed-out generalization, a habit I do not love about myself
Please consider yourself tagged if you want an excuse to share, but I'll also tag @cryptiq @sealcontent @absolutely-basted @animeisgod @tadpoleconspiracy @definitionsfading @saxifraga-x-urbium with the general directive of "I'd love to hear about any category of writing you're working on, but no pressure".
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manonamora-if · 2 years
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Post-comp-mortem
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I was debating on whether to publish this post before or after the voting ended. I was wondering if it would influence the player's opinion of the game too much/at all. Even after seeing a few popping up on the Forum, I still felt a bit weird about releasing mine. I was also hoping to get a few more reviews/comments as well :P
If you haven't checked the IF Comp entries this year, I really recommend it!
This post will be hella long too. I am not kidding here, don't click Keep Reading/scroll further if you don't have a drink and are seated, it is almost a novella below. Also, it is a mix of very dry summary/emotional reaction. Like my entry, it might look like a mess. There is a TLDR on the Forum.
Table of Content:
1- Some Points about creation and process 2- So, did I manage to do what I wanted? 3- And what was the verdict? _ _ a. The Reviews _ _ b. Result and Further comments 4- What's the future for TTTT? 5- Some fun tit bits... 6- In Conclusion,
For people who don't follow me here (or only started following me recently), I've only been in the IF Community for about a year and a half by now, with my first game (Meeting the Parents) published in early June 2021. I have only created things with Twine (and mainly on SugarCube) and had not had any coding knowledge before starting my own project.
I- Some points about creation and process.
The Thick Table Tavern was actually conceptualised back in 2021, when I wanted to dip my toes into a bigger competition after completing Exquisite Cadaver. Since I had created MtP and EC (and the first part of CRWL) pretty quickly, I thought the two months ahead of me would be plenty enough to create a whole new game and submit it.
I've always loved Fantasy settings and RPGs, but often wondered why there were very little games centred around less heroic occupations or what would be the life of an NPC, like a bartender in a tavern (probably because it might be pretty boring). I also have very fond memories of those Flash games where you would build meals/drinks (RIP Flash).
I knew from the get-go that two components where going to be central to the game: the drink mixing aspect and your interactions with the NPCs. Instead of having random customers dropping in, I thought of 5 fleshed-out NPCs which would come, talk a bit with you about their story and order drinks. You might have been able to influence them a bit. But that would be it. Above all, I wanted a chill and light vibe, with Trope-y characters (ex: a coward but flirty bard, a pirate always in trouble, etc). I wanted people to relax and have some light fun, and enjoy themselves.
I worked on the project for about 2 weeks, having submitted my intent, started testing some code for the bartending side and written the introduction of the game and 2 characters (give or take 3k words).
Then I kind of... burned out.
Fast forward this summer, and I am back working on the project. Granted, I was not fully into the game at that point, since I was working on the re-writes of EC at the same time too. But I had sketched out the UI and was thinking about the code during writing EC. And I was talking my friends ears off about it too. What I knew for sure, is that the Bartending experience would be the core gameplay/interactivity of the game, with the story wrapped around it (giving you a reason to mix drinks).
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Here are some pictures of my very pretty handwriting about the UI and how the story/bartending should be formatted/coded.
Throughout July, I would take breaks from writing EC to set up the UI for this game (or create a SugarCube template because I have not self-control), learn more about grids, flex boxes and class hierarchy. [No joke, I learned A LOT about CSS/HTML with this game!]
August came around and my other projects were put on hold so I could focus on TTTT (I still did other stuffs, because again, no self-control). I probably didn't start writing until the last third of August, as I researched drinks recipe (I still have a form for future drinks addition, you can add your favourite), made lil' bottles and set the bar. Even then, the amount written was pretty marginal compared to September.
September was wild. I wrote about 45k words total during that month, averaging 2.5k/days by the latter half of the month. Not all that I wrote ended up being included in the entry, as I had to cut some NPCs since I didn't feel they were ready (which included a travelling salesman monk). Being oh so lucky, I caught Covid just as the last week of the comp started. And since I hate following my/sound advice, I kept writing and coding through that and insomnia until the last hours of the deadline. This was obviously reeeeaaaaallly dumb, it made me super exhausted after the whole thing, but I still pushed myself and even with the whole hazy brain I managed to submit the game with... a bunch of bugs (and a lot more typos). In retrospect, that should have been my sign to pause the project and submit next year.
All and all, I don't think I spent more than 3 months on the game, during which half of that time was being shared with other projects (old and new ones). Still, my goal was to submit a working game... and to rank in the top-half of the ranking overall.
II- So, did I manage to do what I wanted?
Short answer: definitely not. But I gave it my best shot...
Long answer: I managed to do more than I thought I would, especially as the deadline crept closer. My plan from the beginning (of this year's try, not the original beginning) was to build the game in 3 stages:
The basic create/serve drinks with no interaction with customers.
The NPCs you only meet once and appear randomly, with choices that have little repercussion on that NPC and story overall.
The Big NPCs who come back multiple times (4/5 times, depending on their story) with choices that impact both the player and the NPC. And you build a bit of relationship with those.
The first stage took a while mainly because I had to create a whole bar from scratch. I could have chosen to stick with a simple design/asset for the bottles (like the one you could see in my first attempts of the bar), but damn, this is the IF Comp, not some basic Jam... Go big or go home! While I didn't struggle too much with the mixing part, it was the serving/check the ingredients and optimisation of the code that gave me a few headaches. {And still does...}
The second step was thwarted almost as soon as I started, when I realised TTTT needed a lot more fluff parts to link each game block (morning, between drinks, end of day) to make the experience smoother. Like the randomness of the drinks I didn't want players becoming bored with starting/ending each days. So there's a lot there that took priority for a while. __Still, I managed to include some NPCs. Out of the 11-ish NPC ideas I had, one was fully included (the oldie couple), one was a re-hash of the last year's version of the Adventurer (Dylan), and one was added last minute out of frustration (the 4th Wall break). The Fortune Teller doesn't really count in my book, as she was always part of the Introduction (and written almost completely last year).
And the last one... *throw hands in the air*
I knew it was going to be very hard to include this one, especially since it required a bit more planning for the day (and work around the randomisation) and having to take into account the different variations. Not being able to include this one ended up not bothering me as much as I thought it would be. I get to keep it for an after-comp update... :D
What I manage to include which was not planned was, like I mentioned, the random linking bits and the long-form Endings. None of them were really interactive (nor had much choice aside from knocking the sign or setting the tip jar), and may have thrown the player off when everything gets randomised by Day 2. There is only the Setting Up/Cleaning the Tavern where you can get the same/similar enough text.
Ezabell and Brom were also not planned at all. In last's year's version, out of the tavern's employees, you'd only interact with your Boss (and Filessandro as one of the recurrent NPCs). I was really happy with Ez especially, and how much colour she brought to the tavern (and writing banter with her was so fun!). She was probably one of my favourite character to write (along with the Oldies).
There were also a lot more things I had to cut for time, whether it was writing or coding. This is a non-exhaustive list: the Tip Jar getting stolen event, The Watcher coming half-way through the game to check on your progress, having more options/choices when talking to people (patrons and employees), having an Ending Recap for the NPCs, having a choice at the End on whether to buy/pursue your original background choice...
So at the end, the agency stayed quite low (where most consequences happen when you create drinks). After the first day, there is very little new choices.
There were many things with the final version that made me frustrated, among others:
Misusing my time, forcing me to cut back on what I wanted to include, just because something new and shiny took over my brain (it's not new, I can have the attention of a toddler sometimes).
Definitely not realising early how much I was trying to include from the get go, in terms of words and code, and how much time I would need to manage it all (lol at me thinking the summer would be enough for this chunky of a game).
The Watcher and Fortune Teller's spiel heavily relied on the player having choices with consequences talking to the recurrent patrons (Step 3) and proposing activities/giving advice to the one-time NPCs (Step 2). Since 3 was scraped, and 2 was not finished... I ended up setting some mystery for pretty much nothing...
Not having a more rigorous proofreading period. A lot of what was written was done so very late into the process, and while I did use some proofreading programs, I should have taken more time to re-read my text, edit it more and correct it all. It is obvious where I put more effort/love... (yes, it's the Oldies)
Have beta testers a bit earlier to catch all the bugs I corrected on Day 1/2 of the voting period (that's related to the time management points above).
Not being able to have more NPC's during the day (adding 3-4 one-timers to the game more would have been great!)
Not having time to include music :(
Getting Covid... (not that I could do much about that :P)
I could have chosen to fix a lot of those issues/add more content half-way through the Comp, but it felt a bit like cheating... And honestly, I was too tired after that.
Still, there are many things I am very proud of achieving:
Actually submit an entry to the Comp (even with the bugs/typos still there...) !
I created a completely new UI all by myself from scratch, which has completely different designs depending on which passage the player is in (Title page, Main Story, Bar, The Notebook/Frenzy List).
Have I talked everyone's ears off about the Bar yet? Definitely not. Because it is hella cool. I spend a lot (maybe too much time) on it, editing each bottle/box so they would feel distinct enough from each other. My first attempt last year was... a whole mess with list points... ew...
I started dabbling more with CSS animations (the menu button in the Main Story, the text shaking, the starting page, etc...), all of which required A LOT of tweaking to get right (and including an accessible option too).
Creating more complicated widgets and learning how to optimise my code (I managed to remove over 500 lines of TwineScript code at once...) which was a fun puzzle to be honest.
Adding very last-minute addition with the Arcade Mode and the Restocking (which taught me about messing with CSS classes at random), which I think was a pretty good addition.
Adding as much accessibility tools as I could (key binding, toggles for animation, text formatting, etc...).
Look at this Passage Map! There's a lot of text/code in those...
Finally... Not submitting the game with only the Bar mixing as the whole game. The mixing mechanic without any text would probably not have gone over well.
Overall, a lot of frustration but also a lot of pride (I definitely felt that last one mixed with anxiety when I pressed the Upload button the first time). I was really impressed with myself for being able to do this much in such short amount of time (considering everything).
Would the game have benefitted from a bit more time, attention and love? Definitely (especially, the writing). Do I regret submitting it like this? Not even one bit! There were a lot of new things I hadn't done before or even came across with my other projects until now. I've gone even deeper into Sugarcube, CSS and even some JavaScript (my nemesis)!
III- And what was the verdict?
Before going into the reviews/comments I got publicly/privately or the ranking/votes (apart from 3B, I wrote this post before the results), I won in the eyes of some important people (to me). Of course the ranking/votes matter to a certain extent, but I feel like I already had a little victory even before the reveal of the ranking. My biggest offline supporters, some of whom never played any IF before (nor knew it existed), absolutely adored the game, especially the bartending bits. My folks were so amazed about what I done (especially as their view of the gaming world was pretty... narrow/negative to say the least). And I was so happy they tried something they never done before too! I'm glad I got to introduce IF to new peeps :P
There was even a small contest with my family on who could get the most drinks done in the Timed Arcade Mode (the 38 cocktail highscore has yet to be broken)! Also, bless my sister for spamming her friends to play the games... They even sent her messages back about what they played and how cool IF is :)
A- The Reviews
[Again, this was written before the results] According to the Review Spreadsheet, I have gotten 13 reviews on the Forum/IFDB: 7 on the Forum (?), 5 on IFDB (9 ratings). This is about the average amount of reviews games got this year. I received a few more messages through Tumblr and Discord about my entry as well. (Note: one review disappeared from IFDB during the voting period)
First of all, I want to thank again every one of you who not only tried the game, left a vote, and for some of you even a review. Everyone who took their time to share what they thought of my little bartender simulation and to answer some question when they stumbled upon some bugs too.
Here are some cute titles of reviews I got: Innovative Bartending Simulator, A lengthy and somewhat heartwarming game about running a tavern, Bar game of my dreams, Lots to like with this one, Beautiful Gameplay, Fun Mixing Minigames...
A few reviewers "played the game" and included drink puns in their reviews, which I absolutely adored. One was really nice and pushed through their first impression of the game to give it a fair shot (I put a nauseating gif in the starting screen, which couldn't be turned off until the next passage...), when they didn't have to.
I should probably mention the elephant in the room before getting into the comments: out of the reviewers on the Forum, only one or two did not run into what we called the Groundhog Day bug (the Brom event repeating itself for no reason), while on Tumblr, only one person ran into it (and even then it was with only one of their playthrough) AS FAR AS I KNOW since I didn't get more reports. Sooo... that really sucked so see :/ Fun fact: Covid was kicking my ass while I was writing that event. Maybe it was a sign...
That bug was something I could not recreate for the life of me, nor did it appear on any savefile I was able to get my hands on (thank you again!). Unluckily for me too, this looked like it was a cache bug: yay for the code not being the culprit (Thanks Twine Discord), booo because this was something that could not really be fixed because it was not browser/extension specific (emptying the cache helped). This obviously/probably affected more people's rating of the game to no fault of my own nor theirs. Just bad luck. The only common denominator here seem to be the IFComp website. Maybe it was the source of the issue? But at the same time I didn't get anymore reports after that... I can't say for sure until I upload the game on itch and more people raise the same issue. Also it worked meh on tablets, my mom showed me... Impossible to click on the garnishes...
SO! I rounded all the comments I got from everywhere (save for the offline one, because they are more than bias and just said I was the best; they swore they were fair in the ratings tho) on a spreadsheet and made two columns: what worked and what didn't. I wanted to address the comments in a Post-Mortem rather than answering them on the Forum too much, partly to avoid writing in an emotional state. I will be paraphrasing below, since quite a few aspects were shared by multiple people. Overall, the reviews were quite positive, ranging from very neutral to overly positive.
The Bartending Mini-Game
Let's start with the Bartending Mixing-bit. From the reviews, it was a bit of a coin flipper. Some REALLY enjoyed the mixing aspect, and how relaxing and fun it felt; others found it too grind-y and monotonous. This is not surprising, game mechanics are very much a personal preference. Though having a randomiser during Frenzy giving you up to 9 drinks meant that someone could end up with making 20 drinks during one day... which is a lot considering the size of story.
The difficulty settings were not as challenging as it appeared, nor did it give any sense of progression in skills. While the latter was partly explained in the story (you've been a bartender for a while, you should know your stuff), it was mainly because I did not think about that at all (or how to implement it). Similarly with the Difficulty Settings, I thought the differences would be large/annoying enough between each of them, but it wasn't really [I did get some interesting ideas from the reviews tho!].
When it came to combining ingredients and serving drinks, some thought it was great fun, other felt some responses were missing. The random colours appearing can be confusing (it's just because it's fantasy ~magic~). And outside of serving drinks to named NPCs, you do not know whether you've done well when serving the drink until the end of the day (that'll be easily fixed with some notifications).
There was a little hitch with the UI, with the longer recipes requiring a bit of scrolling to find the last ingredients (I knew about that, and thought it would still be ok to be left as is, turns out not really :/ ) and some notifications not appearing (known issue with the macro used when clicking too much in a short span). Still the overall visual was really well received, and people really liked the names of drinks and how diverse they were (there were 29 when I submitted). I also forgot cherries were not berries... I should rename the pot Red Fruits instead later...
Shoutout to the Arcade Mode being a bit of an MVP here, making people compete for highscores! (And people sending me good points to make it more fun)
The Writing
This was where I lost a lot of peeps (and for fair reasons). The biggest gripe people had was related to the writing needed a lot more proofreading/edits, as it made reading distracting at best, confusing and boring at worst. This is not new to me, I've had comments about typos on other projects too (there's even a special section to report typos in my usual bug forms...), but it was worse here because of the time constraint (inflicted on myself, having written most of the game in September). Blaming it on English being my second language is not even fair, I could have asked other people to take a look at the text {Some users in the Forum do that!}. Honestly, compared to when I started or where I was even at the start of this year... I've progressed a lot (ahem... current version of MtP still online being a whole mess and a half). I still have a lot to learn and grow in my style, but I'm getting there!
Quite a few reviews advised to cut 25% of text in each passage, as the prose was either awkward, too long, threw the pacing off, or was unnecessary. Again, not really news to me. I am a very descriptive writer, I like to go on and on about small details. [Look at this review...] Still, while I will definitely edit the text (since it is necessary), I don't think the amount of text will be cut this drastically (I like my descriptions, thank you very much :P).
On the plus side, people enjoyed the snarky and humorous tone of the story, making for a fun experience overall. Yay for keeping a consistent funny tone :D
I've had lovely compliments about the dialogue, which is amazing, because it's a thing I struggle with the most (aside from proofreading, lol). It's so hard to be sure to have distinct voices between characters (and keep that up), have a good pace/back and forth between them, etc... I think working on the EC re-writes just before (which is 95% dialogue) helped me a lot there.
The Story
I've also had positive return on the story itself, as it was playful and chill. Some even found the story immersive with cute and fun storylets. Honestly, I tried to have fun while writing. Each tit bit was framed to bring a laugh or a smile in mind. This was the tone I wanted throughout the whole game anyway, and I am glad people vibed with it. Some also found the worldbuilding intriguing (I got quite a handful of asks about it after the release).
On the other hand, some found the story having nothing to say, with a lot of missed opportunity in the theme and concepts introduced leading to nothing or being brushed off quickly. A large part of it has to do with me cutting a lot of the story to make the deadline, removing a lot of choices (because variations would require more writing and time). The rest of it being just... life. The game's story is essentially a slice-of-life. Life doesn't always make sense and is often just random. There's not point to it.
Still the replayability of the game was noted, with the amount of randomisation of the fluff text. I made sure there was enough variation for players who needed the full 14 days to complete the game (sooo much writing 😭).
Another issue related to the pacing, was with the introductions. Because I did not just do one, I made two of them. It made sense in my head, since I was probably thinking wayyyy to ahead (with all the planned aspects of the game included) and thought it would be the best way to introduce, well, everything. But it made the first day needing more than 30min to complete (which is already 1/4 of the allocated voting play per game). The first intro felt very long and required a lot of clicking (or space-bar pressing with the keybinds). Both were very disjointed with the other. And fair... after the first day, it's pretty much thought of being a bad dream (even when you meet the 4th wall character).
With how the story was written, it left very little choice for the players to have (if you disregard choosing to serve a good drink or not), with most having little consequences on the story as a whole. The only thing driving your end result was either running into a bug (fixed) or getting the required amount of gold. This was not always noted positively. Again, understandable, I had to cut a lot more than planed to make the deadline, turning the MC's agency into a very minimal state. Still, some reviewers did not mind or realised how little choice you actually have (thank you Mixing section and Characters for the distraction!).
The Characters
My pride and joy. And also more positive comments there. Almost everyone had something nice to say about the characters, whether it was finding them overall quite fun or well-constructed. There were so many lovely adjectives used about the NPCs, I was so so so so happy people liked them as much as I did.
From the storylets, the Oldie Adventurers seemed to be everyone's favourite (they were mine as well) and the 4th Wall Character got a good laugh (yay for self-deprecating humour). Getting this kind of response was SO validating.
Aside from it, the tavern's employees/boss were also well received, even if they were quite the stereotypical kinds. Hey... If it works, it works!
Some found the camaraderie between the tavern peeps touching (which works even more if you get a "good" ending). A few notes were given on the confusing appearance of Brom, which is fair because depending on the randomisation of the text you'd get introduced to him as the cook or you'd just think he'd be a weirdo doing strange things in the tavern. Similarly, the characterisation of the boss felt confusing for some, going from incompetent hardass to loving "uncle" for no reason.
At least one point in this section should be taken for the character of the Watcher. A character you only see at the start and end of the story, does not have any impact on the game aside from introducing you and asking you how you liked your run. Understandably, it was a let down. I used the character a bit as an introduction of the character (I had more MC characterisation choices in mind), with the plan of commenting more on your choices in the ending... which doesn't really happen because there are very few choices to talk about. Still, I stand by my choice of keeping the Watcher. It gives it a bit of a mystical air you'd have in a fantasy setting :P My first idea with the Watcher was to make it a Dungeon Master and the player is a TTRPG character... but after writing it it felt way too weird, so I scrapped it.
The Interface
I don't think I've had anything but compliments about the UI and visuals of the games. From the Bar and its bottles, to the different pages, it was praised for the polish and care I gave the game. Considering I spent a lot of time on it, it was nice to hear about this. People found the interface welcoming and colourful. The UI was consistent throughout the game, and little was left to be desired. Someone even said it was the prettiest Twine game they had ever seen, while another found it having the most accomplished visual designed by pushing the rules of CSS this much.
😊
I've had good return about the accessibility points: especially the keybinding (you technically don't need a mouse to play the game), which is not often present in Choice-Based games, and the font options for ease of reading.
Aside from an obvious accessibility mistake I need to fix (the already mentioned nauseating intro gif), there was not much to add about it. It was crisp and high-production and definitely took too much time making it look the way it did.
OH: the Tarot Cards. Even if it amounted to nothing (because why would it... :P ), people liked the Tarot Cards :D
Miscellaneous Comments
Here is the part where I discuss comments I didn't know where to file.
The randomised encounters added to the bartending experience for some (since this is what would happen in real life...), but it also meant that some players did not get to see some characters. While the randomisation helped the replayability aspect, if the player did not enjoy the introduction it would have been unlikely they would press the restart button (I didn't put a fast play link for that...).
Similarly, some enjoyed the structure of each day, while others found the repetitiveness of the tasks boring. Like with the Mixing part, this might be more of a personal preference, it did not really seem to skew one way or another.
Having the Restoking event or the Tip Jar amounting to nothing was also disappointing (latter cut for time, the former only realised after I submitted the game -would need to re-edit the whole bar code to make it work as intended).
There were a few other frustrating bugs (the raised ones were taken care of as soon as I got them, but it included the gold not tracking properly, which always gave the player a bad ending), but with a game this large and complex (in the coding part), I am sure there are still some here and there. I am still dedicated to polish this game (see the final section) but some things will take a while to implement/write. The gold tracker was set one line too high on the code page.... sigh
A last point I wanted to address here was about TTTT not knowing what kind of game it wants to be. To me it is obviously clear, since I made it, but I think I now understand why players might feel that way (I didn't when the review dropped, it even made me a bit angry, even if the comment held some truth). The game starts with a mysterious character never seen until the end, and the mystery amounts to nothing as the player is left in the dark (pun). Then, we move to a more slice-of-life-y fantasy setting with a bartending sim. Then you serve a Fortune Teller that pushes the idea of agency, which goes nowhere because there are virtually no real choices in the game. Aside from getting little to no tips, the Bartending section does not change nor indicate how you are doing. Then you flip between light-hearted storylets and others with more dark undertone. Repeat until you reach an ending. When experienced that way, yeah... what's that game about? What does it want to do? What's the point of it? __Frankly, there's no point to the game, aside from chilling at a bar, making drinks and talk to people. Winning or losing does not mean life/death, you don't hurt anyone really (unless you make terrible drinks, but even then). It's about the vibe more than anything else. Relax and enjoy and mix some ingredients.
So, what, then?
While a very reductive and deprecating conclusion would be that my entry was all show and no substance, it would be misrepresenting a lot of positive aspects of the game. It is definitely very Show but the Substance is lacking in some part (duh, since I cut a lot) or need some extra care for it to reach what it should have been.
I kinda shot myself in the foot by focusing so much time/effort on making sure the bartending experience and UI was not only working fine but that it was visually pleasing, since it meant rushing through writing a whole game in such short amount of time. It might have given quite a few player too high of an expectation on what the game would be (though I tried to warn it in my blurb that it was more of a chill type of game). I was too ambitious with what I wanted to do with this game, especially more in the time frame. It happened in other Jams (for EC and SPS IH). Unfortunately, it didn't pay off here.
A huge saving grace, it seemed, was found in the characters (outside of the Watcher and maybe the Fortune Teller). Had they not be charming or interesting, TTTT would have done much worse than it did.
Overall, it worked for some people and not for others. Even if it didn't work for some, they were kind enough to leave me extensive reviews about what didn't work for them and what they would have done to enhance the gameplay (thk u 💚). And even when it worked, I got some lovely suggestions to make the game even better.
But how did I handle it all?
I did not, because I never do :P
With this edition of the IFComp being my first, it was honestly nerve-wracking. The IFComp is considered the SuperBowl/Olympics of IF and amazing pieces of IF have been released during the previous editions. Before I submitted mine, I knew a few other participants who had submitted before were planning on having an entry (and I really like their works). It was also going to be my first time getting reviews outside of essentially the "chill" Tumblr/Itch crowd. I had seen those long reviews on IFDB around Comp season and honestly it scared me a bit (even if everyone were so very lovely).
As the reviews were dropping in, I was wondering if maybe I should have forgone submitting (or even withdrawing), spent more time on the game (I really should have) and submitted at the SpringThing instead. My entry had nothing to say, it was just there, sipping on a cocktail and enjoying the vibes. This feeling got increasingly worse when I played other entries and compared my work to theirs (so many amazing ones).
My goal was to reach the top-half of the ranking (this year, the lowest ranking for half would have been 35?). Half-way through October, I was dead-sure that I wouldn't even reach that rank. Now that we are hours away from the Voting Deadline, I think it will be just fine. It won't be so good that I will reach top 10, but that reasonable starting goal will be doable. Though I might be a tad disappointed if I don't...
B- Results and Further Comments
It is now Sunday 20th. The results dropped yesterday... 37th out of 70. Honestly, I can't hide I was disappointed a tad. I was this close to reach my goal (by 2 spots). I think I am more disappointed I was so close to this goal and didn't reach it more than I didn't rank high.
For anyone interested (though I already posted it yesterday, this is a screenshot of how the voting went:
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I was kinda surprised to see 1s and 2s in there. Though, sure if judges played during the first days, when I was still ironing out some bugs, it's understandable. There was even someone in the anonymous comments who encountered that Ground-hog Day bug (I wonder if they left a review, because I didn't receive anything about this one outside of the reviews/one ask on Tumblr). Someone else had ran into a strange bug with the Fortune teller has well (again never heard about this one either...). Of course, everyone has their metrics... but 1 is pretty much unplayable/doesn't belong in the Comp... and I don't know. It's not sitting right with me because TTTT doesn't feel like either? _ _ At the end, everyone has an opinion. If they really hated the experience, so be it. You can't please everyone... *shrug* Looking at the curve, I was a tinsy disappointed there were not 10s, it would have made the curve so much more satisfying to watch... I think my family's votes looked too much like spam as well (or they didn't fill in their form correctly), cause they ranted their score was not there after I sent them the result. Bless them, they tried.
Regarding the anonymous comments, there wasn't much that stood out that hadn't been spelt out for me in the reviews/direct feedback: UI great, story meh, atmosphere is nice, needs more proofreading/pruning of the text, bartending is fun/tedious (this is really a coin toss damn). My favourite comment: as-is it's borderline unreadable.
The most interesting comment I got out of it was whether my entry should be considered a point-and-click rather than interactive fiction. I think I understand where that reviewer is coming from: you lack interactivity/choice during the story bits, and that is compensated by the bar mini-game being, well, point to the bottle and click to serve. Still, I would love to discuss more about this with that reviewer (or anyone really). Is point-and-click IF?
So how did I handle that?
Meh. Again, disappointed. Can't lie about feelings. I thought I had done a better of a job than I did (according to the judging scores). Even looking at the reviews/feedback I had gotten on IFDB/Forum, I thought I had done better. My gut feeling half-way through the voting period was correct, after all (damn it! it always is...).
But having written 95% of this post just before the results dropped was surprisingly cathartic and brought a lot of perspective on the whole experience. It was obvious where my entry lacked and where it shined. At the end, you get a overall mediocre entry (as in of only moderate quality). It made sense for it to end up where it did. Like I said previously, I was over-ambitious, and that really didn't work in my favour, because I didn't have the stuff to back it up.
Sure it was disappointing to see my entry scoring so low/not be a favourite, but weirdly... it didn't last long? I checked the voting pattern, the anonymous feedback, talked with a few peeps, had some some food, a nice hot drink, and went back to business as usual.
Maybe it will hit me later...
Anyway, I'll just finish this part with saying that my family was more mad about the ranking than I was. Not because I didn't do better than I did, but because they couldn't believe other people didn't have the same opinion about the game than they did. Quote from my mom: This is the first time I've liked a game. That's one of my wins right there (that and the stickers we are getting :P).
IV- What's the future for TTTT?
Like I mentioned above, the reviews and interaction I had on Tumblr gave be a bunch of ideas/suggestions for the next step of this game. I don't know the timeline for the intended update or how I will update the game (in one go or in chunks - probably the latter) or how the code may need to change (it definitely will need some sort of overhaul). There is A LOT of work ahead of me.
So now, I have multiple To-Do lists: one created while I was working on TTTT before I submitted it and one after the Comp deadline. The first included ideas I would have while writing or coding and items that I could not include in the game because of time. The second were ideas I would get while getting returns/impressions, suggestions sent/in reviews, and stemming from discussions I've had with players. {Not every comment I've received in the reviews will make me change that particular aspect, but even those gave me ideas.}
Here's a non exhaustive list** of the first one:
Obviously adding the missing NPCs (both the one-timers and recurring ones).
Adding more choices while talking to those NPCs (eg: stopping them from doing something, giving unsolicited advice, etc...) and giving each of them an Ending.
More drinks! {would require a few new bottles and merging the Soda ones together}
Reloop the Restart to the Story Screen as a NewGame+ Function.
Adding Music for the ~ vibes ~
Creating an Achievement list and have more stats trackers.
Creating a Highscore page for the Arcade Mode.
More MC Customisation (as an option to do, it won't have any consequence/effect on the story, just for the lolz of it all).
Redesign the Menu to look more like a Bar Menu (and includes the name/link to the real drink).
Adding a Codex Page for NPC's encountered (maybe an achievement too).
More fluff text!
Adding the missing Events (Stolen Tip Jar/Knock on the sign combo among others)
Maybe try to scale it for mobile (v unlikely with the size of the bar)
And here's the non exhaustive list** of the second one:
Have a more detailed tutorial explaining the combined bottles and where to find/what to find in the Guarnish box.
The Restocking Mini-Game to include penalties (bottle not available until restock/next day), except on Easy Difficulty.
Re-work on the Difficulty Setting: make the Hard Time harder, Recipe not available on Hard (only in the Menu list), Hard Mode could have measurements instead of one click-bottle.
Adding a Setting for a fixed amount of drinks during Frenzy/Rush time.
The bottles in the Bar appear randomly (time/space).
Look into substitution of ingredients {the code would need to change drastically, depending on the recipes might not even be possible...}
Make the Umbrella do something (extra tips?)
Arcade Mode-TIMED: perfect drinks add time to the timer, really bad ones removes time.
Proofread and edit the text (obviously, but no cuts!).
Give a choice to play all 14 days (which will be fixed to 14 days when I introduce the Recurring NPCs)
After finding the Tip Jar, only give one choice: display or hide it, rather than leave the option to change your mind (that confused people)
Have something to do with the coins if you get too much (this started from a bug where the gold wasn't tracked properly)
**It's mainly non-exhaustive because I have a bunch of post-its with ideas and it's not organised yet. If you are reading this and thought of an interesting thing I could add to the game, do shoot me a message! I welcome it all!
V- Some fun tit bits...
Here are some random thing about the game/process that didn't make the cut in the novel above.
95% of the drinks are actual drinks, and as close to the recipe I could get them. I spent hours looking at recipes, and I even made a few while making the game.
Renaud's Nightmare is named after a disgusting concoction mentioned in Exquisite Cadaver (referencing my own work :P).
For a few weeks, I went back and forth between keeping the bar as is (one click on a bottle) or making it more like VA-11-HALL-4 (5 ingredients, different measurements). It was worse when I was fighting my code.
MelS (my writer for TTATEH) helped me name half of the drinks and of the characters (including NPCs not in the game currently). He also had to suffer through my various attempts at making the page look good (his go-to responses: I don't know what looks good or not, it's fine and both versions look good, why do I have to choose? You know this stuff better than me.).
I've been on a Terry Pratchett binge since May-ish, and it inspired the humour of TTTT to be a bit more over the top than I would have probably done otherwise. The Last Continent was one of the reasons I gave the MC an Australian accent.
All bottle ingredients had at least 2 versions: plain colours and the current 3D-looking version with shading and a cap/cork.
There are over 120 assets/images in this game, 3/4 of them being the glasses.
VI- In Conclusion
You've reached the end of this post. Thank you for playing reading! I hope you enjoyed the ride and I hope to see you again when progress on the new version finally starts. Like during the making of TTTT's Comp version, it will be well documented on this blog. In the meantime, you can find the game on itch now!
Thank you to everyone who played my entry, voted for it, left a review or a comment, and interacted with me on this long/short journey!
I don't think I'll participate next year tho... I am exhausted. Well... unless I get a good idea until then... I should try to make a smaller game this time...
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steelandcotton · 1 year
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Manchu Scholar with his Sword and Ink Stones, the perfect example of the Sword and Brush as One~
As depicted in "Tie Bao Xiang,《铁保像》" Qing Dynasty, painted by Ding Yicheng Described by the Palace Museum as a Sitting Portrait of Tie Bao, a famous calligrapher in the Qing Dynasty. Tie Bao wears a blue robe and black shoes, a crown hat on his head, his left hand is naturally bent in the shape of a beard, his right arm is leaning on the table, holding an inkstone tile, his face is dignified, and his eyes are full of spirit. On the wooden table on the right side of the figure, there are two inkstone tiles and a sword. This work still retains the traditional composition method of the Bochen School, focusing on the characters, with appropriate background scenery to highlight the protagonist's identity and personality characteristics. In the picture, it is very appropriate to use inkstone and sword to express the character of a Manchu official and calligrapher. See:https://www.dpm.org.cn/collection/paint/228821.html?hl=%E7%A0%9A This interesting jian is a "Longquan (Dragon Well) Style. For a Similar Example, See- Duanjian, the Chinese Short Sword- Chinese Swords and Swordsmanship Series on YouTube- https://www.youtube.com/watch?v=awmdezzqa7U&t=363s
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twinegardening · 2 years
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For some reason I can't add pictures from my computer on the submission page (that or I can't read/see what's there ...) But here's my entry for The Thick Table Tavern (loading the html file makes it a mess otherwise :P)
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The Thick Table Tavern by Manonamora [IFDB]
One dream. Fourteen days. Serve drinks and gather enough tips to make it happen in time. Or choose chaos and mix whatever you feel like, damned the consequences.
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biglisbonnews · 2 years
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Michelle Yeoh Makes Oscars History as First Asian Best Actress Nominee Michelle Yeoh continues to prove that Hollywood's bamboo ceiling is slowly being dismantled.On Tuesday, the 60-year-old screen legend became the first actress of Asian descent to be nominated for Best Actress at the 2023 Oscars. The prestigious nod is for her critically acclaimed performance as laundromat owner and multiverse jumper Evelyn Wang in A24's Everything Everywhere All at Once, which also led the pack with a total of 11 Oscar nominations. Despite Merle Oberon being nominated in 1939 for her role in The Dark Angel, the India-born actress purposefully hid her heritage, meaning that the Crouching Tiger, Hidden Dragon star is the first self-identifying Asian woman to earn a leading actress nomination after 95 years. Not only that, but Yeoh's nomination is made even more significant given the well-documented dearth of on-screen Asian representation, with the very few examples that do exist being ridden with stereotypes and yellowface. So even though on-screen Asian representation (especially when it comes to non-East Asians) still has a long way to go, Everything Everywhere All at Once will likely be a game-changer. After all, the film has dominated this year's awards circuit and Oscars are no exception, seeing as how it's also in the running for Best Picture, with Daniel Scheinert and Daniel Kwan also up for Best Director. Meanwhile, Ke Huy Quan is the current frontrunner for Best Supporting Actor, and both Jamie Lee Curtis and Stephanie Hsu have earned individual nods for Best Supporting Actress. On the heels of the announcement, Yeoh told Deadline that she sees the nomination as a larger victory, saying that "you tell stories because it’s important for that story to be told" before adding that there's a "need for our Asians to turn around and say, ‘We need this,’ because it just validates that we deserve to have a seat at the table, and we deserve to be part of all this.” "I think what it means to me is all those Asians out there go, 'You see, it's possible. If she can do it, I can freaking well do it as well.' That is the most important thing," she said. "I'm very ordinary. I just work very hard. There are so many brilliant actresses, actors out there who know that they have a seat at the table."Yeoh added, "All they have to do is find an opportunity and get there."You can see all the nominations for the 2023 Oscars here.Photo via Getty / Jamie McCarthy https://www.papermag.com/michelle-yeoh-asian-oscars-nominee-2659304608.html
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v2websolutions · 2 years
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WordPress Block Editor – How Does It Differ From Classic Editors?
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What Are Content Blocks In WordPress?
According to the official WordPress help website, content blocks are “the components for counting content in the new WordPress block editor.” To make a post and page design simpler, easier, and more flexible via blocks, this editor replaces the Tiny MCE editor used by earlier WordPress versions.
He suggested printing your website and cutting out each piece of content to help you understand the various blocks. For example, it would allow you to see that your headlines, photos, paragraphs, videos, buttons, and other elements are all separate blocks.
Beyond the content blocks listed above, WordPress also provides a broader range of content blocks, including but not limited to:
Gallery
List
Quote
Audio
Custom HTML
Table
Navigation
Template Part
Site Logo
Query Loop
Post Title
Post Excerpt
Post Featured Image
Post Categories
Post Tags
What Makes The WordPress Block Editor Different From The Classic Editor?
First, the classic TinyMCE content editor:
The traditional editor makes me think of Microsoft Word. There is a space for you to type and a formatting toolbar to design your information (bold, italics, etc.).
The new WordPress Block Editor creates material using a block approach. As a result, this WordPress block editor not only looks more professional and contemporary but also lets you:
Add tables (once more, without needing to learn to code or install plugins);
Text and media items may be moved around and combined by simply dragging and dropping them;
Allows to create content columns easily;
Allows to adjust each block’s background hues and font sizes;
Reuse blocks that you often utilize (to save yourself time).
It’s Just the top of the iceberg.
Thus, both editors (WordPress Block Editor and Classic Editor) are distinct.
Types Of WordPress Blocks Editors (And How To Use Them)
Here are all of the block kinds that Gutenberg (WordPress Block Editor) offers, organized by category:
Standard Blocks The fundamental (or “common”) components that individuals frequently utilize in their blog posts are included in this category of blocks. These blocks will be used more often than not by most bloggers and authors.
Paragraph Block The paragraph block is a blank space to type your text. The usual formatting choices include text alignment, font size, background, text colors, drop caps, and more.
Image Block By selecting it from the WordPress media library, uploading it from your computer, or pasting its URL, you may quickly insert a picture into an Image Block. You may add a description, change the image’s size, add alt text, and use the usual WordPress image settings.
List Block You may make an unordered list of items or one with numbers by using a list block (numbered list). Additionally, you may format the text, include anchor links, and create sub-items for each primary item in the list.
Quote Block You may add your favorite quotations in a lovely, elegant way with the Quote Block. After writing the content and identifying the author, format it as a paragraph block. You can choose to utilize a bigger font size or the standard size.
Heading Block You may start a new part of your post with a heading block. There are six header sizes available. The lesser ones may be found on the sidebar to the right of the editor, while the first three are visible inside the block.
File Block You may include any content using File Blocks for your visitors to download, including photos, archives, documents, PDFs, and more. You may select to link to a media file or an attachment from the sidebar, display a download button, and open the document in a new tab.
Video Block You may add videos by using the Video Block. You can choose to mute or autoplay them. You may supply a poster picture for the thumbnail if you don’t want to show the featured capture it gets by default, which is a great option.
Cover Block You may produce a picture or video with text overlay using a Cover Block. It may be used as a header or as the featured picture for a post. Additionally, you may change the background color and opacity.
Formatting Blocks Pull quotes, tables, and verses are among the formatting-focused blocks that fall under this heading.
Code Block If you wish to provide your readers with code sample examples, use the Code Block. The code will show uniquely so that it sticks out to your readers rather than being executed.
Classic Block With a Classic Block, you can add a block resembling the classic editor and its classic formatting options. It’s a small TinyMCE editor inside a partnership.
Table Block Without the need for plugins or HTML coding knowledge, a Table Block makes it simple to insert a table in WordPress. Choose the layout (default or stripes), enter the required rows and columns, and you’re done. After that, you may add rows and columns to the table’s beginning or end with a single click.
Verse Block Verse Blocks allow you to include poetry or music lyrics. Instead of jumping to a new block, as in the paragraph block, when you click enter, it will hop to a new row. As far as you stay in the same league, you can write as many verses as you like.
Custom HTML Block With Custom HTML Blocks, you can write HTML code and quickly preview the changes.
Pull Quote Block With a Pull Quote Block, you may separate off a section of your content that you wish to emphasize into its block. The formatting of a Pull Quote Block sets it apart from a Quote Block. The edges of a Pull Quote Block are colored.
Preformatted Block A Preformatted Block allows you to show the text on the front end precisely as you input it, much like the preformatted text option in the original TinyMCE editor. All the characters in the preformatted text have the same width since it is in a monospaced typeface.
Layout Elements You may use the blocks in this category to make your post more attractive and arrange it visually appealing. It provides building blocks for adding media items, bright columns, and buttons in various colors.
Button Block You may include a button in your post by using a Button Block. Its shape (round, square, etc.), color, and the result of clicking it may all be changed.
Columns Block The Columns Block makes it quick and simple to show your content in columns (newspaper format) rather than in full width.
Media & Text Block In the traditional editor, aligning graphics and text needed some programming knowledge. You may complete it quickly using the Media & Text Block.
Lines And Separators Block As its name suggests, a Lines and Separators Block enables you to insert separators between different pieces of material. It covers things like line breaks and page breaks.
Final Lines
According to the official WordPress help website, content blocks are “the components for counting content in the new WordPress block editor.” To make a post and page design simpler, easier, and more flexible via blocks, this editor replaces the Tiny MCE editor used by earlier WordPress versions.
Also, if you’re looking for any assistance in WordPress, feel free to contact V2 Web Solutions 🙂
I hope this article helps!
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ancestorsalive · 10 days
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The World of Maramures - Romania - photos. ©Virgilio Bardossi
“I was enchanted by these places,” he emphasizes, “they remind me of my childhood. Now I go there every year, and sometimes I take groups on vacation. We organize a trip that also includes a steam train ride, a unique experience. I go there especially in winter, when the lights are even more beautiful. I was there in August too, but it’s not the same.” In addition to the beauty of the landscapes, what is striking is the people. “People always welcome you with open arms,” he adds, “they invite you into their homes, they always have desserts ready to put on the table, along with their own liqueur, which is similar to our grappa. And then there is hospitality, you can spend hours talking with them.” Their special relationship with death is also evident in the photos taken by Bardossi.
“There is a cemetery, called the joyful cemetery, where when people are buried, special and colorful crosses are placed,” he says. “Here, death is told in a humorous way, telling anecdotes and trying to treat it lightly. Even funeral ceremonies are unique and in some places remind me of those in southern Italy. After the service, they actually have lunch with all the participants.” Ceremonies that turn into a moment of celebration. “I remember the first funeral I attended, I didn’t understand why there were so many children. It’s because the family gives them toys and sweets as gifts, while the elderly get a loaf of bread,” the photographer continues. A country still anchored in simple gestures and a modest lifestyle.
“Here, children still play outdoors,” he confirms, “they go to school easily, even the little ones. Here you mainly meet the elderly and children, adults go abroad to work and leave the little ones with their grandparents. For us, this is unthinkable. There is crime, but very little of it, Maramures is a happy island, for example, I sleep with the door open. There are no gates, thieves don't come here, because if you commit a crime here, people don't take it well." The photos are mainly in black and white. "I started as a black and white photographer," he confirms, "unfortunately, digitalization has taken away the magic of black and white, a choice that forces you to read a photograph without any distractions. In the case of color, this doesn't happen because you focus more on that than on the subject." Among the projects presented is also a book, a project that Bardossi is very interested in. "It all started with a meeting with a man I had photographed 20 years earlier and he remembered me," he explains. "After that meeting, I was looking for that photo and from there the idea was born, to create a parallel "from then to now", to find people I had photographed in the past, to immortalize them 20 years later. It wasn't easy, but I found 97 of them." Among other projects, this one related to "stopping time". "I traveled around the country taking portraits of people I found on the street, taking their portraits without posing or a sophisticated background," he sums up, "I photographed a family of 9 people, a group of boys and one girl, one young woman and one older woman. A total of 9 portraits, which are now in a local museum. These are pictures that tell the story of people's lives, customs and traditions, and through their smiles capture a piece of history."
- By Virgilio Bardossi
https://www.chioggianotizie.it/24/2024/09/07/news/maramures-rapisce-lanima-283610/
https://www.giuliomontini.com/Ospiti/VIRGILIOBARDOSSI/tabid/490/Default.aspx
http://www.worldphotography.it/italy/virgilio-bardossi_italy/home_vbardossii_italy_gallery1.html
https://www.fiap.net/en/portfolios/mfiap/virgilio-bardossi
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Cloud ERP Market: Scaling New Heights in Business Productivity
Introduction
Have you ever wondered how businesses manage to keep all their operations running smoothly in this digital age? Well, let me introduce you to the game-changer: Cloud ERP. But what exactly is Cloud ERP, and why is it creating such a buzz in the business world?
What is Cloud ERP?
Cloud ERP, or Cloud Enterprise Resource Planning, is like having a super-smart, all-in-one assistant for your business that lives in the cloud. It's a software solution that helps companies manage and integrate their core business processes - from finance and HR to supply chain and customer relations - all in one place, accessible from anywhere with an internet connection.
The Skyrocketing Growth
Hold onto your hats, folks, because the Cloud ERP market is on a rocket ship to the stars! Industry analysts are projecting an incredible journey from $44.6 billion in 2023 to a whopping $93.8 billion by 2030. That's a compound annual growth rate (CAGR) of 11.2%! But what's fueling this meteoric rise? Let's dig deeper.
Current State of the Cloud ERP Market
2023: A Year of Robust Growth
As we speak, the Cloud ERP market is already a force to be reckoned with. In 2023, it's estimated to be worth $44.6 billion. That's no small potatoes! This substantial figure reflects the growing recognition among businesses of all sizes that Cloud ERP is not just a luxury, but a necessity in today's fast-paced, digital-first business environment.
Key Players Shaping the Landscape
The Cloud ERP market is a bit like a high-stakes poker game, with several big players vying for the pot. Companies like SAP, Oracle, Microsoft, and Workday are among the heavyweights, each bringing their unique strengths to the table. But don't count out the nimble upstarts and specialized providers who are carving out their own niches in this expansive market.
Download Sample Report @ https://intentmarketresearch.com/request-sample/cloud-erp-market-3028.html 
Factors Driving Cloud ERP Market Growth
Digital Transformation: The New Business Imperative
Remember when "digital transformation" was just a buzzword? Well, now it's the name of the game, and Cloud ERP is the ace up many companies' sleeves. Businesses are realizing that to stay competitive, they need to embrace digital solutions that can streamline their operations and provide real-time insights. Cloud ERP fits the bill perfectly, offering a centralized platform for digital transformation initiatives.
Scalability and Flexibility: Growing Pains, Be Gone!
Picture this: Your business is growing faster than a beanstalk in Jack's backyard. With traditional ERP systems, scaling up could be a nightmare. But Cloud ERP? It's like having a magical, expandable toolbox that grows with your business. Need to add more users? No problem. Want to integrate new modules as your business expands? Easy peasy. This scalability and flexibility are major drawcards for businesses of all sizes.
Cost-Effectiveness: More Bang for Your Buck
Let's talk money, honey. Cloud ERP is like the coupon queen of the software world - it helps businesses save big. How, you ask? By eliminating the need for expensive on-premise hardware, reducing IT staff requirements, and offering pay-as-you-go models, Cloud ERP makes enterprise-grade solutions accessible to businesses that might have balked at the price tag of traditional ERP systems.
Remote Work Trends: The Office is Everywhere
If the past few years have taught us anything, it's that work doesn't always happen at a desk in an office. The rise of remote and hybrid work models has put Cloud ERP in the spotlight. After all, when your team is spread across different time zones and continents, you need a system that keeps everyone on the same page, accessible from anywhere, at any time.
Industry Verticals Adopting Cloud ERP
Manufacturing: Streamlining from Factory Floor to Customer Door
In the world of manufacturing, efficiency is king. Cloud ERP is helping manufacturers reign supreme by integrating everything from supply chain management to production planning and quality control. It's like having a bird's eye view of the entire operation, allowing for smarter decision-making and faster response times to market changes.
Retail and E-commerce: Keeping Up with Consumer Demands
In the fast-paced world of retail and e-commerce, Cloud ERP is the secret weapon for staying ahead of the curve. From inventory management to omnichannel sales tracking, it's helping retailers provide seamless experiences for their customers, whether they're shopping in-store or online.
Healthcare: Prescription for Better Patient Care
Healthcare organizations are finding that Cloud ERP is just what the doctor ordered for managing complex operations. From patient records to supply chain management for medical equipment and pharmaceuticals, Cloud ERP is helping healthcare providers focus more on patient care and less on administrative headaches.
Finance and Banking: Balancing the Books and Beyond
In the high-stakes world of finance and banking, accuracy and security are paramount. Cloud ERP systems are proving their worth by providing robust financial management tools, enhancing regulatory compliance, and offering the security features necessary to protect sensitive financial data.
Regional Analysis of Cloud ERP Market
North America: Leading the Charge
North America is like the star quarterback of the Cloud ERP market. With its tech-savvy businesses and early adoption of cloud technologies, this region is setting the pace for Cloud ERP adoption. The presence of major tech hubs and a culture of innovation are keeping North America at the forefront of this market.
Europe: Following Close Behind
Europe isn't content to sit on the sidelines. With stringent data protection regulations like GDPR, European businesses are turning to Cloud ERP solutions that can help them stay compliant while modernizing their operations. The region's diverse business landscape is driving demand for flexible, scalable ERP solutions.
Asia-Pacific: The Rising Star
The Asia-Pacific region is like a rocket taking off in the Cloud ERP market. Rapid digitalization, a booming startup ecosystem, and government initiatives promoting digital transformation are all contributing to the explosive growth of Cloud ERP adoption in this region.
Rest of the World: Emerging Opportunities
From Latin America to Africa and the Middle East, the rest of the world is waking up to the potential of Cloud ERP. While adoption rates may be lower compared to other regions, the potential for growth is enormous as businesses in these areas look to leapfrog older technologies and embrace cloud-based solutions.
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Challenges in Cloud ERP Adoption
Data Security Concerns: Keeping the Crown Jewels Safe
In the age of data breaches and cyber attacks, it's no wonder that data security is a top concern for businesses considering Cloud ERP. It's like being asked to hand over the keys to your kingdom - understandably, some businesses are hesitant. However, as cloud security measures continue to advance, many of these concerns are being addressed.
Integration Complexities: Piecing Together the Puzzle
Integrating Cloud ERP with existing systems can sometimes feel like trying to fit a square peg in a round hole. The complexity of connecting various applications and data sources can be a significant hurdle for some organizations, especially those with legacy systems.
Customization Limitations: One Size Doesn't Always Fit All
While Cloud ERP offers a wealth of features, some businesses find that the out-of-the-box solutions don't quite fit their unique needs. The limitations on customization can be a sticking point for organizations with highly specialized processes.
Emerging Trends in Cloud ERP
AI and Machine Learning Integration: The Smart Revolution
Imagine an ERP system that doesn't just store and process data, but actually learns from it. That's the promise of AI and machine learning integration in Cloud ERP. From predictive analytics to automated decision-making, AI is set to take Cloud ERP to the next level of intelligence.
Mobile ERP Solutions: Business in Your Pocket
In a world where smartphones are like extensions of our hands, mobile ERP solutions are becoming increasingly popular. These allow businesses to literally carry their operations in their pockets, enabling real-time decision making and on-the-go management.
Industry-Specific ERP Offerings: Tailor-Made Solutions
One size doesn't fit all in business, and ERP providers are catching on. We're seeing a rise in industry-specific Cloud ERP solutions that cater to the unique needs of different sectors, from healthcare to manufacturing to professional services.
Impact of COVID-19 on Cloud ERP Market
The COVID-19 pandemic was like a catapult for Cloud ERP adoption. As businesses scrambled to enable remote work and maintain operations during lockdowns, many turned to Cloud ERP as a lifeline. The pandemic highlighted the importance of cloud-based, accessible-from-anywhere solutions, giving a significant boost to the Cloud ERP market.
Future Outlook and Opportunities
Projected Market Size by 2030: A $93.8 Billion Opportunity
As we mentioned at the outset, the Cloud ERP market is projected to reach a staggering $93.8 billion by 2030. This growth trajectory speaks volumes about the increasing recognition of Cloud ERP as a critical business tool.
Potential Growth Areas: The Sky's the Limit
Looking ahead, we can expect to see growth driven by emerging technologies like blockchain and IoT integration with Cloud ERP. Additionally, as more small and medium-sized businesses realize the benefits of Cloud ERP, we could see a surge in adoption in this segment.
Conclusion
The Cloud ERP market is on an exhilarating journey of growth and innovation. From its current valuation of $44.6 billion in 2023 to a projected $93.8 billion by 2030, it's clear that Cloud ERP is not just a passing trend, but a fundamental shift in how businesses operate and manage their resources.
As we've explored, the drivers of this growth are manifold - from the push for digital transformation and the need for scalability to the rise of remote work and the integration of cutting-edge technologies like AI and machine learning.
While challenges remain, particularly around data security and integration complexities, the benefits of Cloud ERP are proving too significant to ignore. As solutions become more sophisticated, secure, and tailored to specific industry needs, we can expect to see even wider adoption across various sectors and regions.
The future of business is in the cloud, and Cloud ERP is leading the charge. Whether you're a small startup or a multinational corporation, Cloud ERP offers a path to streamlined operations, data-driven decision making, and ultimately, a competitive edge in an increasingly digital world.
So, are you ready to head to the clouds? The view up here is pretty spectacular, and the future looks bright indeed for Cloud ERP.
FAQs
What exactly is Cloud ERP and how does it differ from traditional ERP?
Cloud ERP is a software as a service (SaaS) that allows businesses to access and manage their enterprise resource planning tools over the internet. Unlike traditional ERP systems that are installed locally on hardware and servers, Cloud ERP is hosted on a cloud computing platform, making it accessible from anywhere with an internet connection.
Is Cloud ERP secure enough for handling sensitive business data?
Cloud ERP providers invest heavily in security measures, often surpassing what individual businesses can implement. They use advanced encryption, regular security audits, and compliance with international security standards. However, it's crucial for businesses to do their due diligence and choose reputable providers.
Can small businesses benefit from Cloud ERP, or is it only for large enterprises?
Cloud ERP is highly scalable, making it suitable for businesses of all sizes. In fact, small businesses often benefit greatly from Cloud ERP as it provides access to enterprise-grade tools without the need for significant upfront investment in IT infrastructure.
How long does it typically take to implement a Cloud ERP system?
The implementation time can vary widely depending on the size of the organization and the complexity of its processes. While some basic implementations can be done in a few weeks, more complex, enterprise-wide implementations can take several months to a year.
What should businesses consider when choosing a Cloud ERP provider?
Key considerations include the provider's reputation and track record, the specific features and modules offered, scalability, integration capabilities with existing systems, data security measures, pricing model, and the level of customer support provided.
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sim2goblin · 1 month
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Hello! Can I ask where the table and the stools in this post are from? Your game looks lovely btw!
/sim2goblin/758630946906980352/rowland-mom-can-i-go-play-with-cousins-goats
Thank you :)
The table is part of @hafiseazale's Skyrim noble set found here https://hafiseazale.livejournal.com/42038.html
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As for as the stool I could not find it. A lot of my cc is from lots I've downloaded, some without even pictures lol. All I know about it is that it was cloned from the ergosupreme dining chair, I hope it helps!
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