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Broccoli Man, Remastered

mbleigh.dev

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Re: Broccoli Man, Remastered

#91
This didn't capture the emotional tone as I perceived it in the original. I thought Brocoliman was supposed to be someone who had drunk the cool-aid and truly believed in how easy all those steps were and just couldn't understand how anyone could have any issues at all with them unless they were an idiot.

Re: Broccoli Man, Remastered

#92
post #2

I do wish they updated this to 2026 google! I don’t think it would be nearly as interesting though since they do get rid of most red tape but since everything is enterprise scale, it’s never easy.

Huh? The bureaucracy is way worse. BCID requirements. MDBs that take 4+ hours to roll out. The Byzantine array of different MDB group types, often with two party control. GDPR company compliance. Tagging proto fields with provenance. Documents are private by default now. Most support happens in chat groups, and is if you're not at deepmind your help requests are getting ignored. Spending a month filing GUTS tickets t…

Don't forget to mention automatic enrollment of your production group into access-on-demand. Any minor access on the production now requires the group manager's approval. I had a fun time with some production fire where only director level folks can approve the access. Even funnier thing is that this "refactor" was done without any prior notice.

Re: Broccoli Man, Remastered

#93
post #75

Earlier quoted context omitted.

Most videogame cutscenes (well, for AAA games; I'm going to ignore the wide, worthy, and growing ecosystem of "I had an idea and made it in Unity with purchased assets") use bespoke model and texture assets, motion-capture human animation, and voice acting. None of that is what an Xtranormal auto-puppet show is about.

Motion capture in bigger budget games only started to become common around the Xbox 360/PS3 generation. Go back to prior generations and it was a lot of "2 models facing each other and their mouths wiggle up and down while audio files play" Pretty much exactly what you see in that video.

The difference being that someone actually had to record said audiofiles, and animate the mouths wiggling. The "slop"-ness is defined by the inputs, not the outputs.

Re: Broccoli Man, Remastered

#94

Earlier quoted context omitted.

Feeding text into a machine-learning based app that creates low-effort audio and visuals? Yeah, that's always been slop. I don't use "slop" in a particularly negative sense here, it is what it is

It’s an intriguing use of the word I’ll admit — I think it’s a bit of a loaded term atm though. Overwhelmingly negative, anecdotally.

> Overwhelmingly negative, anecdotally

I don't think it is, actually? "Friend-slop" is a super-popular genre of video game right now (for example, indie smash-hit PEAK), typically characterised by low-friction co-op experiences with a low-fi and/or kit-bashed aesthetic

Re: Broccoli Man, Remastered

#97
post #55

Earlier quoted context omitted.

The bureaucracy is why people trust Google with their data. I wouldn't use a Google if I thought they didn't have BCID and proto field provenance and the rest of it.

Yeah, it's also different from the pointless technical complexity that this video is about. But that exists too. Could've talked about how spinning up a cronjob the new way takes 2 weeks regardless of what it's doing, how there's a proliferation of different config languages, or how everything is deprecated / not ready still.

Xoogler here (2011-2018). It's heartwarming that a core part of Google culture ("for every problem we have 3 solutions: 2 that are deprecated and 1 that is experimental") is alive and well.

Re: Broccoli Man, Remastered

#99

Earlier quoted context omitted.

It’s an intriguing use of the word I’ll admit — I think it’s a bit of a loaded term atm though. Overwhelmingly negative, anecdotally.

> Overwhelmingly negative, anecdotally I don't think it is, actually? "Friend-slop" is a super-popular genre of video game right now (for example, indie smash-hit PEAK), typically characterised by low-friction co-op experiences with a low-fi and/or kit-bashed aesthetic

The games are the popular, but I do not think that term to describe them is that well-used nor used with that much affection :)

It’s requires a good base group of friends that you will have fun with already, and the design for the game is “slop” / cheap / lazy in that regard. But not necessarily bad.

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