Hello friends, let's talk about gamer expectations of work/life balance & why they need to stfu.

There's a certain type of Gamer w/ a Hard R that believes their video games are the center of all existence. They've made their identity so fixated on gaming in general, or a game/games in particular, that nothing else comes close.
To those obsessive gamers, those in the game industry should consider themselves privileged to work on such important material. And w/ that privilege comes accepting that nothing in the employee's life is as important as The Game.
B/c gamer identities revolve around a game, they literally cannot comprehend that an employee might have other things in their life. They don't understand that employees, esp devs, have a right to boundaries b/c The Game trumps all.
There's also very little understanding among gamers about how game development, you know, *works* & they usually assume a lot less work is needed. So when combined w/ a lack of belief in employee boundaries, they truly expect immediate results.
These gamers don't believe a game industry employee has a right to a life outside their game, or a right to privacy, opinions, or other interests. They certainly don't have a right to not be on the clock 24/7. And any tiny mistake deserves firing b/c The Game Matters Most.
Suffice to say, gamers are incorrect.
When I was working in the film industry, I remember once rushing to get a film back onto Amazon at 8 PM. I remember my boss telling me not to b/c "we aren't doctors, these are movies, not lives." And he was right. But he was right about ALL entertainment.
Look, I adore video games, I'm not diminishing their value or that they can truly impact lives, but a game is not a life-saving object. It isn't medical care or attorney access. It's a piece of entertainment.
Just b/c you purchase a game does not mean you have purchased 24/7 access to any single game industry employee's time, labor, safety, or health, & CERTAINLY NOT their families.
Gamers are not entitled to treat game industry employees as slaves to their interests b/c they purchased an item. You didn't buy the employee, you bought a fucking product.
Game industry employees have lives. They have families. They have other people outside the industry that rely on them not just for a paycheck but to tuck in their kids at night & take out the trash & celebrate life events & all those things that make us part of a society.
When you demand the undivided attention, time, & labor of a game industry employee, you're saying they cannot exist independently, that their families & those that rely on them must come second to you. And THAT is entitlement to the highest degree.

More from Game

Considering this year I don't have much in the way of game translation to discuss, publicly, I'd say this was a productive year for writing threads on largely neglected and forgotten Japanese games. So if you're looking to learn about some, here's what I wrote about in 2020!


2020 was another year where I talked a *lot* of shop about dating sim history. Much of it was actual dating sims, like in some threads below, but sometimes I went on adjacent tangents, like for the cool Kojipro-developed Tokimeki Memorial adventure games:


I also went down a whole new rabbit hole for Fuuraiki, an open-ended PS1/PS2 adventure game with a cult following about traveling around the island of Hokkaido that's set to real world photography. It's a unique tangent in galge well worth exploring:


I also took a quick jaunt into Michinoku Hitou Koi Monogatari, a spiritual predecessor to Fuuraiki that's about traveling around Tohoku against a backdrop of mahjong matches. It's a rough draft that would get much more refined later, but still worthwhile:


In terms of actual dating sims that I covered, the focus was mainly post-Amagami games released by Kadokawa such as Photo Kano. While I think these games have MANY flaws, they do offer key insight into the state of the genre during its decade-long decline:

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IMPORTANCE, ADVANTAGES AND CHARACTERISTICS OF BHAGWAT PURAN

It was Ved Vyas who edited the eighteen thousand shlokas of Bhagwat. This book destroys all your sins. It has twelve parts which are like kalpvraksh.

In the first skandh, the importance of Vedvyas


and characters of Pandavas are described by the dialogues between Suutji and Shaunakji. Then there is the story of Parikshit.
Next there is a Brahm Narad dialogue describing the avtaar of Bhagwan. Then the characteristics of Puraan are mentioned.

It also discusses the evolution of universe.(
https://t.co/2aK1AZSC79 )

Next is the portrayal of Vidur and his dialogue with Maitreyji. Then there is a mention of Creation of universe by Brahma and the preachings of Sankhya by Kapil Muni.


In the next section we find the portrayal of Sati, Dhruv, Pruthu, and the story of ancient King, Bahirshi.
In the next section we find the character of King Priyavrat and his sons, different types of loks in this universe, and description of Narak. ( https://t.co/gmDTkLktKS )


In the sixth part we find the portrayal of Ajaamil ( https://t.co/LdVSSNspa2 ), Daksh and the birth of Marudgans( https://t.co/tecNidVckj )

In the seventh section we find the story of Prahlad and the description of Varnashram dharma. This section is based on karma vaasna.
https://t.co/6cRR2B3jBE
Viruses and other pathogens are often studied as stand-alone entities, despite that, in nature, they mostly live in multispecies associations called biofilms—both externally and within the host.

https://t.co/FBfXhUrH5d


Microorganisms in biofilms are enclosed by an extracellular matrix that confers protection and improves survival. Previous studies have shown that viruses can secondarily colonize preexisting biofilms, and viral biofilms have also been described.


...we raise the perspective that CoVs can persistently infect bats due to their association with biofilm structures. This phenomenon potentially provides an optimal environment for nonpathogenic & well-adapted viruses to interact with the host, as well as for viral recombination.


Biofilms can also enhance virion viability in extracellular environments, such as on fomites and in aquatic sediments, allowing viral persistence and dissemination.