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Well, Cory recently said in a podcast we can use it to mean "product got worse", so I've become less pedantic on this point fwiw. (I think it was in the episode of Adam Conover from about a month ago)


Hmm. I am tentatively holding to my position, because I think it's useful to have a separate word, but I'll go track down the episode and see if he elaborates on that further. Thanks!


This is specifically what I've written on the subject (I quote this in the book):

https://pluralistic.net/2024/10/14/pearl-clutching/#this-toi...

> The fact that a neologism is sometimes decoupled from its theoretical underpinnings and is used colloquially is a feature, not a bug. Many people apply the term "enshittification" very loosely indeed, to mean "something that is bad," without bothering to learn – or apply – the theoretical framework. This is good. This is what it means for a term to enter the lexicon: it takes on a life of its own. If 10,000,000 people use "enshittification" loosely and inspire 10% of their number to look up the longer, more theoretical work I've done on it, that is one million normies who have been sucked into a discourse that used to live exclusively in the world of the most wonkish and obscure practitioners. The only way to maintain a precise, theoretically grounded use of a term is to confine its usage to a small group of largely irrelevant insiders. Policing the use of "enshittification" is worse than a self-limiting move – it would be a self-inflicted wound.


... argument withdrawn.

I suppose if I want to use the word to mean the original sense, I need to include clarification that that's what I'm doing. I'll have to think of how best to do that without coming across as judgy or condescending, since that's sort of police-y (and also just unpleasant).


Invent a new word ;)

Entropy in action, eh?!


> Cory recently said in a podcast we can use it to mean "product got worse"

Of course we can. We can also use it mean "product became wonderful".

The question, as always, is if we should.


Code while high, debug while sober. Best of both worlds!


Oh darn, sorry about the email notifications. I'm going to disable them and give them a little extra polish later. Thanks for letting me know


Fwiw, we're only using Discord for disposable communication. We have a docusaurus site up for the docs, and otherwise all the development is taking place on Github. Discord seems very popular with the board game crowd, so it was kind of the first place we went to try to reach gamers before we started reaching out to developers.

What do you prefer to discord for disposable communication? Certainly open to suggestions.


I don't think anyone's criticizing or advising against the use of Discord for the things it's adequate for, but rather its proeminence in the webpage, which communicates that you'll have to go to Discord to get more substantial information on the project. Having to talk to people is a source of stress and attrition for introverts. Not everyone needs or wants to have to modulate their language to a different social environment every time they need clarification.


Good feedback, let me see what I can do about this and thanks


I've spent over a minute after finding on HN there's something more than just discord invitation trying to find where any clue is. Like, you know, playing notpron. Tried clicking on different icons, then the footer, literally nothing. Finally, I scrolled. Not sure if it's my resolution+scaling or what, but with nowadays' bare visible scrollbars, there was a map with some tiles and coins on the right, and just some gray empty space after. As I believe 4k 150% is quite standard, there's no surprise some people may get confused.


4k 150% might be standard here, but steam statistics say a plurality of screens are still 1080p. Regardless i scrolled before i closed the tab, then realized i don't know anyone up to send an invite link to for powergrid (or whatever).


I indeed use a 1080p monitor for browsing.


Yeah, I can totally recommend boardgame.io as well. Nicolo is super helpful and friendly. Also check out his other project https://boardgamelab.app/.


Polyfill is in place, please let me know if its fixed and thanks


Yep, seems resolved. Excellent.


Oh wow, thanks, I'll check this out.

We were doing something more like merely recording the game moves and applying them to arrive at the game state (having deterministic per-session rng). It's a good way to do it, but for the same of simplicity, this time around we just record the whole json blob per move. It simplifies undos and it also lets us easily move through history if you want to view a previous state.

But I'd love to try to apply some of your lessons to a later version. The challenge for us now is making a good api for expressing board games. That's been really tricky tbh. We've been working on this for ~7 years and have gone through many iterations of this api trying to get it right. I sure hope we're closer this time.


You might be interested in the Phase abstraction of my engine.

Basically you represent your board game as a tree of phases through which your game progresses in.

Each node of your phase tree can contain state. At any point, your game is at leaf of your tree, and the state of the game is composed of all the states of all the nodes from the current leaf-phase to the root of the tree. Each leaf node also have a set of possible inputs describing what possible action players can take to progress into the game. This makes it really easy to handle games that have special "rare" phase that can break the flow of the game (for 7 Wonders: Duel, for example, phases where players must resolve a wonder's effect that asks them to destroy an opponent's card).


That's almost exactly what I've done here, and then defined various nodes with different behaviour like for-loops, while-loops, etc.

Take a look at https://docs.boardzilla.io/game/flow to see how it looks.


Thank you, polyfill incoming!


The reason the server isn't in Python is because in boardzilla, you don't express your game twice, once for the client and once for the server. Instead, you express the game once in typescript, and that code is actually used on both the server and client. The client is operating a lot like the server, just without the hidden information.


The React aspects are really minimal, all the animation logic is by outside of React. We're really just using it for the jsx syntax to make it easier to return markup-looking components.


I get you, jsx is the most useful part about React. However, there is nanojsx now, which would be great to for mobile. React tend to push out large bundles. For example, MatterMost, it is great open source initiative, but the React front end often lags it quite a bit on older computers.


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