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Joined 1 year ago
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Cake day: June 11th, 2023

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  • however many appliances in the wild

    Vampire power is a thing, but not really that huge since regulations have launched the 1W initiative. The vampire power consumed by the average house in the US is less than a thousandth of the entire energy consumption. Less than a dollar per year. Of course, over a couple million homes we are talking about a few million dollars, that’s not nothing. But also, it’s less than a 0.001% of the entire grid residential electrical consumption. To cut power emissions and usage, that’s almost a non-issue at best, a distraction at worse.


  • The power draw from a single LED is nearly negligible. If it’s a heating appliance, for example, it’s several magnitudes more wasteful to turn it on, just to see if it heats properly. Even with other electronics the LED quickly tests functionality with almost zero power without having to power up the entire system which would use a ton of energy, since it assumes it is about to be used for its purpose. It can also be an early warning of failure, I wouldn’t use a heating appliance whose off light failed, because if the electronic failed, turning it on could hurt the whole house circuit or further damage the appliance itself. The light is a quick “hey, I need service” warning. Just like cars, those warning lights have meaning and use, they aren’t just a decoration.


  • dustyData@lemmy.worldtoGames@lemmy.worldWhat moment from a video game made you cry?
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    11 months ago

    Brothers: A tale of two sons.

    The game has a pretty unique mechanic. It makes you control two characters at the same time. It’s not a coop game, with optional solo. It’s strictly a single player game, where you use one controller to move two characters, the titular two sons, one on each control stick. Throughout the game you use movement and interactions with the environment to solve simple puzzles to remove obstacles in your way and travel to your destination. Usually, by having you do different things with each character simultaneously. After a while, it becomes second nature to control both brothers in a synchronous and flowing manner when you get used to the challenge of moving and paying attention to two different things at the same time.

    spoiler

    Near the end of game though, one of the brothers dies. Now, you are left with two control sets, but only one character. Puzzles similar to ones that you already solved, now you have to figure out how to solve them, on your own. This on its own is gutwrenching as you developed a familiarity and affection to both characters and their dynamic, as they grow from mutually annoyed siblings, to a well coordinated team of brothers who care and protect each other.

    But through the game, you’re also taught that the younger brother can’t swim, he doesn’t know how to. So whenever you had to cross a body of water, the elder brother had to carry the younger brother on his back. He is deadly afraid of being in the water since their mother apparently drowned herself and he saw her die.

    At the climax of the game, alone in the middle of the ocean, you have to swim to shore. The emotional kicker is as you discover that using the dead brother’s stick on your controller, which you haven’t touched in at least half an hour since the other brother died because it doesn’t do anything anymore, calls however upon the memory of the older brother when you swim. You have to use both controller’s sticks to swim effectively and survive, and you can hear him cheering and supporting the younger brother to find his strength and swim on his own, back home, to carry on and save their father’s life.

    It’s such an empowering and emotional moment.

    The ending of that game still makes me tear up after all this years as it makes me think of my own family. Even writing this comment I’m getting emotional. And it does it all without a single line of dialogue, text or voice acting. All by animation and vocalizations along with game mechanics. It’s one of the most effective uses of gameplay I have ever seen in a video game and forever has made me think of this as one of my favorite games of all time.

    Other video games, and things people call emotional are usually about story elements, plot lines, events on a character’s arc. Things that have books upon books of analysis and history. Not that they’re any less valuable or deserving of praise, but using gameplay this effectively to convey emotion is, however, kind of unique and rather harder to pull off effectively.


  • In Spanish we say “música paga no suena”. Or “Paid music (service) won’t play”. As in, if you actually want the DJ, Mariachis, or band to stay the whole party, withhold payment until the end. If you pay upfront they will arrive late and leave early. They already have the money on the bag, and no legally binding responsibility to actually deliver any product. Even with this new round of crowdfunding, tomorrow they could just claim they already delivered what could be done with the money and disappear into a fiscal paradise. And not a single chump who backed up this decade long fraud would have any single recourse to fight back.