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Joined 1 year ago
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Cake day: June 4th, 2023

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  • Sponsors pay more upfront. If creators are only using sponsors than their whole back catalogue is basically valueless. If it costs a creator 2-10 cents a month to host a video (based off S3 pricing), but they only made 1000$ on it upfront when the video was made, overtime the back catalogue becomes a pretty significant financial burden if it’s not being monetized

    Also it’s worth keeping in mind that many people are also using tools to autoskip sponsor spots, and the only leverage creators have for being paid by sponsors are viewership numbers.

    Patreon is irrelevant, that’s just like Nebula, floatplane etc, it’s essentially a subscription based alternative to YouTube.

    Discoverability is pointless if the people discovering you aren’t going to financial contribute. It’s the age old “why don’t you work for me for free, the exposure I provide will make it worth your time”, that hasn’t been true before and likely isn’t here. Creators aren’t looking to work for free (at least not the ones creating the high quality content we’re used to today)






  • Well of course not. These game studios were selling games at 60-80$ each. Microsoft bought them, then started providing the all the games for a flat fee of 15$ per month.

    I assumed their strategy was to lose money in the medium term while they worked on getting people used to playing games on subscription. Where they make their money back is when they stop outright selling games at full price and make them only available on subscription, and then they slowly start increasing that monthly subscription cost.

    In order for that to work they need a large library and like 5-10 years.






  • This isn’t completely true, but it is the current standard.

    A website can detect and block many user/password attempts from the same IP and block IPs that are suspicious.

    Websites can detect elivated login fails across many IPs are react accordingly (It may be reasonable to block all logins for a time if they detect an attack like this)

    I’m sure there are other strategies, I don’t know how often they are actually employed, but I wish companies would start taking this sort of attack more seriously (even if it’s not at all hacking)




  • I work on an ARM Mac, it’s fine. If you’re just doing light work on it, it works great! Like any other similarly priced laptop would.

    Under load, or doing work outside what it is tuned for, it doesn’t perform spectacularly.

    It’s a fine laptop, the battery life is usually great. But as soon as you need to use the x86 translation layer, performance tanks, battery drains, it’s not a great time.

    Things are getting better, and for a light user, It works great, but I’m much more excited about modern x86 laptop processors for the time being.


  • The “dream” is decentralized ownership. If you buy an item in a game, you could resell it to someone else outside the game (in theory this could mean that a game wouldn’t need to create its own marketplace). In theory items could be used across multiple games or platforms.

    In reality, game publishers have little incentive to actually do the above things. Why would game x want to support items sold in game y? Why would a platform want to support a secondary market if that would only eat into the primary market.

    There are some neat ideas, but the player base is too jaded against it for it to go anywhere anytime soon.