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    • Fascinating stuff. Some highlights for me: Not the first time I've heard of this, and I find it very true. Any game or app that's free... if you're not paying for it, you're part of the content. I've heard this notion be best applied for dating apps: if you aren't paying for it, you're part of the window shopping for paying customers. If you're not paying, you're swiping right all the time. If you're paying, then you have access to the feature that says "Check only the people who already swiped right for you". In other words, the only reason one person paid, was because there were several that didn't. I am always amused when people get surprised that IPs are expensive. Like, this game includes some of best known characters in the world (Superman, Batman, Bugs Bunny, Tom&Jerry, Scooby-Doo, etc.), how did they not think getting the official right to those things was expensive?! Fascinating stuff. I've seen for myself how messy and lawless QA can get (I'm currently working on such a project myself right now), and this definitely breaks down how leadership and company culture pretty much defines how it all works. No diligence, no reports, no parameters... The absence of these things comes down to their relationship with the Project Lead (why write reports and checklists when someone's word undoes them?), because the final say is always with someone, and if that someone is not scrutinized in turn, then everything falls apart. In this case, Tony is not the someone, but he actively prevents that person's decisions from being questioned and scrutinized. And a general confirmation that inflated and overbearing egos can happen at any point of the hierarchy. If Tony can sufficiently convince WB that the project depends on him, then WB won't touch his decisions. If WB isn't buying his bullshit, then they have to convince Tony's studio to ignore his decisions and follow WB's directives instead... which is not easy, because the studio works with Tony every day, whereas WB representatives aren't always there (and also don't have the same understanding of the inner workings of the project as the studio's CEO, or the Project Lead). Corporate hierarchy is way more chaotic, ego-focused, and freeform than it looks. It's fascinating to take this look at the inner workings of the development of a major videogame like this.
    • Stolen from Wikipedia: If you've read my posts in that TV thread, you know how much I love this show. Basically everything about it is my jam. And it consistently gets better and better. I've watched the first season 6 times now and the currently available 3 episodes of the second season 3 times each. Speaking of: S2E3 is insane. I don't want to spoil anything, but I did not expect the story beats to be shown this early How do I go about making spoiler tags work?
    • WEEEEEEEEEE whilst doing a 360 spin and still goes forwards.
    • I forgot to put my screenshots on my drive to convert and upload the past few days, so here are some quick highlights  since my last post for Skies of Arcadia.
    • When I was in the sky tree in Tokyo as you're waiting for the lift back down there's a small glass-bottomed bit but because you're in a queue there's no not going over it and then some teens started jumping on it. If we spoke the same language I probably would have told them to stop.  Years ago I took my younger cousins and stepbrother to the swimming pool we went to as a kid and there's a slide up a rickety spiral staircase. As a kid I never thought about it but as an adult on it I didn't feel particularly safe and then they started jumping up and down and I did the terrible "the man will tell you off" thing. As someone that worked in retail I hated that, but in that moment I just had to get them to stop for my own sake 😅 I seem to recall I don't mind that one because at least there's a distraction but when I flew from Milan airport last month there was a long escalator up to the departures with nothing either side and I had that "what if I fell?" feeling. Never good. 
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