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You have to be kind of careful with that too

In my experience there's a substantial number of women who are fans of something like overwatch, but not of actually playing Overwatch. They like the designs and the world, they make fanart and fics and such, but they don't actually play

Now, that might still be a real success for something that is billed as an esport, but if you're trying to move actual copies of your game you have to be aware that there may be a real big disconnect between your fans and actual paying customers

The usual disclaimers apply: I'm not trying to imply that no women play games or that women are "fake gamers" or whatever. This is just my personal observation


> In my experience there's a substantial number of women who are fans of something like overwatch, but not of actually playing Overwatch. They like the designs and the world, they make fanart and fics and such, but they don't actually play

I'm the same way with Warhammer 40K. I love the lore, but have no interest in actually playing with the miniatures.


Yep! There's nothing wrong with this. It doesn't make you lesser or anything

But from the company's sales perspective it's important to recognize the difference between fans and customers

How many games or products had huge social media followings and then flopped hard when they came out? Plenty.


> Instead of making a game with mass appear to both boys and girls.

Or admitting that there's just no such thing as universal mass appeal


Stardew Valley and Minecraft are probably the closest of any games I have seen that has universal mass appeal. But even they aren't really universal.

Not even remotely universal, honestly. They appear to have a reasonably balanced playerbase but that doesn't mean universal at all. Your average COD player doesn't give a rats ass about Stardew Valley, for instance

Universal implies more than just 50-50 split between sexes, imo. It's an impossible standard to reach for any consumer product


Could you imagine a game mechanic complex enough to have these different audiences participate in the same "universe"?

I.e. the FPS players could embody the military forces in a complex society where more RPG players are doing the diplomacy and strategy, others are playing in engaging "home front" social environments, someone is off doing city-planner/factory logistics stuff, etc. There could be some deep-diving, dungeon-crawling sub-games within all these realms, but also more casual modes too.

But, crucially, it is all tied together in a unified simulation so that these different player groups are actually steering a coherent story and state space for the shared world. The outcomes of diplomacy, warfare, industry, trade, local social groups, etc. should all have impact on each other.


I love the idea, in principal, but I think it's impossible in practice.

A good strategist makes the outcomes of individual battles predictable. That makes it terrible for unit players.

I used to play Planetside 2 with a very organized group. Winning was fun at first but you were ultimately a cog in a well oiled machine so it got old fast. It probably got old even faster for the other players who were just trying to play a regular fps.


It's what Eve Online was in better days.

The timescale between shooter and strategy layers sounds too great for that to work. Imagine playing Civilization like that. You build and set your army to attack the enemy but then you have to wait for the hour long shooting match in Battlefield to resolve. Sounds as exciting as playing multiplayer Civ where you have to wait for the others to spend as long resolving their turns as you did yours.

Not truly universal, but some games like Minecraft get pretty close.

At the same time, it's not realistic to aim for that level of appeal with every game. Most games are going to aim for some sort of niche, just like any other media.


Yep. Majority of games targeted Men because that's who was buying and playing games. That's starting to shift a little.

But there is probably no way to release an Assassin's Creed or Call Of Duty that is going to appeal to women as much as men. That's just not a realistic product goal imo.

Games need to know their audience, and franky they have been very successful targeting young men for decades. My take is that most times they try to target "both men and women" they flop. There are rare exceptions like Baldur's Gate 3 that seem to reach everyone. But it's rare


Even BG3, do we have actual numbers on men vs women playing?

Anecdotal, but me and most of my circle of women friends all love(d) BG3.

I think there is, but if there existed a topic that was a kryptonite to women, its tacticool grey and brown 'dark and gritty' misery porn.

I mean, I think that can be cool but there really isn't much substance to the games other than the repetitive "shoot people" gameplay and occasionally decent story. I liked Modern Warfare and World at War I guess, but if you've played a COD you've played them all

Hollywood figured it out decades ago. Video games can definitely do it

I mean the existence of stuff like Roblox, Minecraft or the aforementioned games shows there kinda is.

I know Minecraft is not a universal game because even among my friends who love games I can barely get anyone to play it with me

Modded Minecraft is really cool these days.


As long as we're inventing numbers, what if it's a 90% chance?

What if it's a 200% chance, and every fix introduces multiple defects?


> I actually don’t care if it’s AI but I do care if it’s worth reading and pleasant to read

I do care if it's AI. It makes it automatically not worth reading imo


> it would have been cheaper if they'd just let the employees do the thing as employees in the first place

Keep in mind the company is probably not refusing to do things because of cost. Often it is because of risk.

A lot of people running businesses have terrible judgement when it comes to risk


But also a lot of people go off and try to create competitive businesses and fail, a lot of people also try to completely rework the business they're in and also fail (it's a disease in early stage startups)

> I think social media, in its current ad-infested, addiction-fueled data-harvesting form, is pure poison.

I'm in complete agreement, but I will say that this attitude has left me pretty isolated as I'm getting older. For better or worse, most people use Social Media to stay connected so I have wound up pretty connectionless over time.

I've been thinking about making a new Facebook account just to try and connect with local people playing TTRPGs, because that's apparently still where most of the organizing is. Unfortunately Facebook wants a fucking government ID now so I'm probably not going to do that


> connect with local people playing TTRPG

even in late March '26, the bookstores and game stores selling TTRPG stuff in my area still have flyers for meetups and I live in ultra unhip/retro Dallas TX. Just go to a place that sells TTRPGs and look around or ask someone.

now that i've posted my flippant remark. Yes, I agree Facebook Groups is a hub for stuff like this and most other hobbies. That is just a fact unfortunately.


I appreciate the advice, but I've done this a bunch in the game stores near me and there's just not very much in my city

> They know that a good number of idiot CEOs will hear this

This is true regardless of the specific jargon used, though. Or are you saying that idiot CEOs will not be impressed by correct claims only stupid claims?


Paparazzi get sued for crossing lines all the time. Good ones know exactly how far they can push the boundary and are careful to stay close to it

> I've been looking for a copy-left "source available" license that allows me to distribute code openly but has a clause that says "if you would like to use these sources to train an LLM, please contact me and we'll work something out". I haven't yet found that

Frankly do you think AI companies have even the remotest amount of respect for these licenses anyways? They will simply take your code if it is publicly scrapeable, train their models, exactly like they have so far. Then it will be up to you to chase them down and try to sue or whatever. And good luck proving the license violation

I dunno. I just don't really believe that many tech companies these days are behaving even remotely ethically. I don't have much hope that will change anytime soon


I wonder if there is a "loaded" lawsuit here that could be a win-win for license enforcement case law in LLMs.

Take a litigious company like Nintendo. If one was to train an LLM on their works and the LLM produces an emulator, that would force a lawsuit.

If Nintendo wins, then LLMs are stealing. If Nintendo loses, then we can decompile everything.


You're forgetting the option where the LLM companies pay Nintendo a silly amount of money for permission and Nintendo's executives take that as a win

Traditionally, large corporations have taken very conservative legal stances with regard to integrating e.g. A/GPL code, even when there's almost no risk.

If my license explicitly says "any LLM output trained on this code is legally tainted," I feel like BigAICorp would be foolish to ignore it. Maybe I couldn't sue them today, but are they confident this will remain the case 5, 10, 20 years from now? Everywhere in the world?


Github has posted that they will now train on everyone's data (even private) unless you opt out (until they change their mind on that). Anthropic has been training on your data on certain tiers already. Meta bittorrented books to train their models.

Surely if your license says "LLM output trained on this code is legally tainted", it is going to dissuade them.


No, it won’t dissuade them. But when we finally get the chance to legally beat the shit out of these companies, I want to reserve my place in line.

Alternatively, they can learn to trust me on this and simply exclude/evict my code from the training corpus.


Yup. And because the "speed, density, complexity" is increasing, expect burnout to increase too!

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