Live data from Hacker News

It's A(door)able

ncase.me

101–110 of 122 posts

Re: It's A(door)able

#101
post #61

Earlier quoted context omitted.

"A good programmer is someone who always looks both ways before crossing a one-way street." -- Doug Linder

"Three programmers come to a one-way street. The academic looks to the right, doesn't see any oncoming cars, and crosses. The corporate programmer looks to the left, then looks to the right, and then crosses. The distributed systems engineer looks to the left, then looks to the right, then looks up to make sure there aren't any planes falling out of the sky…"

"... the hacker looks down to check for landmines and footguns, and then runs to catch up with the rest, grumbling something about computer scientists and off-by-one errors."

Re: It's A(door)able

#102

The author has an interesting game about "trust": https://ncase.me/trust/

Makes me wonder how you could apply this to social media. What if you had a social media site where you could only see the same set of people? (Say, 150 people - Dunbar's number) This isn't perfect by any means, but how would you fix it from there? Would you make it mix the population every few months? Maybe just comments/reactions are restricted to your cohort but you can see all posts? Would you mix the population…

It probably wouldn't work, because social media is voluntary. People can just reduce participation, or just leave, and find alternative ways to get whatever value they were getting from the social media site. Users stay because it's fun, or because their friends are staying (network effect); your proposed interventions would both frustrate the users and weaken or destroy the "glue" that keeps them coming back.

In contrast, those natural social networks of yore - tribes, villages - were all-encompassing, and you were stuck with them. The modern social networks that are strong - school, university, work - also have this strong "like it or not, I'm stuck here with this people" component. Sure, it's easier to change a job than a tribe, but it's still costly.

Re: It's A(door)able

#103
post #3

Adding the time limit and actually making the clock go faster when a player is (purposefully) going off the rails is a sinister trick to ensure that players get the expected ending message. Clever that the programmer throught of these cases.

I now have Braid theme music stuck in my head.

Re: It's A(door)able

#106

I have no clue what's going on here. Why do people create these things and assume everyone will know what's happening.

If you're talking about the game itself - because keys and doors are pretty universally understood symbols.

If you're talking about the ending (no spoilers) - those symbols are also widely understood among the target audience of HN.

Re: It's A(door)able

#107

The author has an interesting game about "trust": https://ncase.me/trust/

I love this game and think it is one of the most important things on the internet, but I hate the consequence. The intended message is great: cooperate and forgive so that you can live in a great society. The corollary is absolutely awful... If you let defectors win, you are responsible for creating the defection.

Re: It's A(door)able

#109
post #92

The author has an interesting game about "trust": https://ncase.me/trust/

Echoing all the others that this Trust game is great, I noticed something else that struck me in some of the "play with the dials" stages. The game showed us that when you decrease the reward for Cooperate/Cooperate from +2 to +1, the Always-Cheats take over. But I tried increasing the reward for above the default of +2 to +3 or +4 and an interesting thing happened: The naïve Always-Cooperates actually took over! It…

That’s why the US was higher trust when uneducated people could get well paying factory jobs

Re: It's A(door)able

#110
post #106

I have no clue what's going on here. Why do people create these things and assume everyone will know what's happening.

If you're talking about the game itself - because keys and doors are pretty universally understood symbols. If you're talking about the ending (no spoilers) - those symbols are also widely understood among the target audience of HN.

When I first went there, there was no key. I just went there now and saw the key. Don't know what happened before but now I get it.
Post reply on HN