[HN Gopher] The Maddest My Code Made Anyone
       ___________________________________________________________________
        
       The Maddest My Code Made Anyone
        
       Author : signa11
       Score  : 150 points
       Date   : 2023-05-15 10:18 UTC (2 days ago)
        
 (HTM) web link (jackkelly.name)
 (TXT) w3m dump (jackkelly.name)
        
       | wgjordan wrote:
       | > I was very taken aback when I first saw this comment, but these
       | days I cherish it. It reminds me one of the first times my code
       | had a big impact on a community.
       | 
       | This is a great perspective. When I was a highschooler I worked
       | on a fan translation project that, 20 years later, someone called
       | a "god awful piece of festering sewage that should never have
       | existed to begin with" [1]. I'm quite proud to have done
       | something in my youth that generated so much online rage for
       | decades.
       | 
       | https://legendsoflocalization.com/which-final-fantasy-iv-tra...
        
       | Super_Jambo wrote:
       | "the most ridiculous concept I have ever seen on these fora".
       | 
       | for some context I suspect this forum was the same place that
       | gave us:
       | 
       | "Natural Selection needs a new alien, like a Scorpian that hovars
       | without flapping."
        
         | jholman wrote:
         | Okay, I had utterly forgotten "hovars without flapping", thank
         | you. Or damn you, I'm not sure which.
         | 
         | And just to be clear, we definitely need more turrents,
         | commando.
        
         | mst wrote:
         | Poasted with no ragrets.
        
       | egeozcan wrote:
       | Why would you make a junior developer develop an entire
       | shopping/order module to a CMS? Because f that particular
       | developer who happened to be me in the beginning of my 20s, in my
       | first real job as a programmer.
       | 
       | I used JS, C# with NHibernate and lots of weird HTML and CSS to
       | create something which satisfied all the requirements I've been
       | given. But guess how good the code was? We had zero review
       | process except someone looking over your shoulder by chance and
       | quickly distancing themselves as what I then thought to be the
       | "any code I didn't write is bad code" attitude.
       | 
       | I did the "just ship it" thing before it was cool. Views
       | accessing database? Lots of those. Classes skipping dependency
       | injection and instantiating random god classes to achieve all the
       | things? Plenty! Using extremely complicated and dog-slow JS when
       | a couple lines of CSS could do? Sure! Converting numbers to
       | floats to decimals then back to floats then to string then again
       | to god knows what only to store integers in the database? Got you
       | covered!
       | 
       | Then the customers wanted more and more features, and when I was
       | doing ERP integration (really!) I finally thought I needed some
       | guidance. Oh the humble me!
       | 
       | I went to the lead developer in our department because those
       | other inexperienced (!) developers wouldn't have understood the
       | challenges I was facing. He took the time to listen to me, and as
       | I was having my first "rubber duck" moment, his face started to
       | change. We later sat at my station and the horror in his eyes
       | when I was passionately explaining the "intelligent code" I've
       | written was remarkable. He ended up creating a task force and
       | rewriting the whole thing later.
       | 
       | A year or two later, he was doing a presentation of the state-of-
       | the-art review process "he designed" (pull requests), and used my
       | code to the same effect as those WAT moments in the "The Birth &
       | Death of JavaScript" speech by Gary Bernhardt[0].
       | 
       | Funnily enough, I never took offense. To be honest I didn't know
       | how to feel. What I knew was that a lot of customers were
       | complaining that it took way more time/budget to develop features
       | for the order module and nobody understood why we had to take a
       | few steps back out of nowhere when everything was going so
       | smoothly.
       | 
       | Now being a technical lead myself, I know the importance of not
       | just reviewing code, but reviewing the circumstances and trade-
       | offs that lead to that code being written. Actually, reviewing
       | those is much more important than reviewing the code itself. More
       | important is to have linters and other tooling review code, not
       | people.
       | 
       | I know this post is more about what you create being hated rather
       | than how you created it, but I just wanted to get this off my
       | chest, and thought it could still be relevant :)
       | 
       | [0]: https://www.destroyallsoftware.com/talks/the-birth-and-
       | death...
        
       | chris-orgmenta wrote:
       | Ahhh, NS & Day of Defeat. Wow that takes me back.
       | 
       | Interestingly, I have little-to-no memory of this 'combat' mode,
       | I think nostalgia cemented just the original playmode into my
       | head.
        
       | robertlagrant wrote:
       | From a vague memory, I think a chap I went to uni with made the
       | Warcraft3 mod for HL2.
        
       | atoav wrote:
       | Programmers sometimes have that experience, as do musicians,
       | hardware designers, film directors, novelists, painters, game
       | designers and all other professions that create things regular
       | people interact with casually.
       | 
       | Consumers (specifically the sub-genre of critics) often have no
       | real imagination what making a thing _means_ and under which
       | constraints it happens. They often see publishing a imperfect
       | work to the public as an affront to their sophisticated intellect
       | and taste, even (or especially?) if it is free.
       | 
       | In German there is the saying: _Wer macht, hat recht_ which
       | translates to _who makes is right_. Complaining is simple, just
       | shut up and do it better.
       | 
       | Of course complaining is totally okay if we e.g. talk about
       | social or political conditions, or some mandatory process you
       | have to subject yourself to by law. But even there I hate people
       | who just complain and leave it at that without even trying to
       | change a thing.
        
         | WastingMyTime89 wrote:
         | Different people interact with things and have different
         | reactions. Some are moved enough to develop strong feelings.
         | Some share them nicely. Some write hyperbolic forum posts full
         | of hate. That's just the reality of having an impact.
         | 
         | My main take away from the post is that anything worth making
         | will receive its share of critics. As a creator you should be
         | aware of that and be ready to focus on the people you actually
         | bring joy to and who appreciate what you do rather than the
         | haters and take pride in actually moving the needle enough to
         | be reacted on.
        
         | thrdbndndn wrote:
         | I'm at the opposite: I think people have the right to complain
         | about anything, especially when they're the target audience (in
         | this case, the game player). This doesn't change even if the
         | product is free.
         | 
         | I do think they should stay polite and if the author isn't
         | willing to change (for either objective or subjective reasons),
         | move on.
        
           | onion2k wrote:
           | _I think people have the right to complain about anything,
           | especially when they 're the target audience (in this case,
           | the game player)._
           | 
           | What people do not have any right, or entitlement, to is
           | agreement from the person they're complaining to. People are
           | allowed to dismiss a complaint and not do anything about it,
           | no matter how unhappy the complainant might be about it. You
           | have no right to demand someone does something; you can only
           | inform them that you're not happy about the status quo.
        
             | moi2388 wrote:
             | Yea I do have the right to demand that, but you have the
             | right to ignore my demands.
        
               | brookst wrote:
               | I think it's the semantics of "demand." To me, that
               | connotes a claim of control or power or moral authority.
               | 
               | I have a right to complain that it's raining. And I have
               | the free speech right to say "I demand it stop raining".
               | But I have no right to come to you and demand that _you_
               | make the rain stop, because that implies a claim on you
               | that I do not have.
        
               | _whiteCaps_ wrote:
               | Oh boy, that reminded me of a flame war that started when
               | someone wrote in English, "I demand ..." when they were
               | really just _asking_ for further details about something.
               | They woke up the next morning to find a thread dozens of
               | messages long of people arguing back and forth about
               | whether this person was rude or not. Once they explained
               | that French was their native language and how they would
               | write that sentence in French, things eventually calmed
               | down.
        
         | lynx23 wrote:
         | There is one counter example to your position that immediately
         | comes to mind: architects! If you create something, the primary
         | driver should be its users, and not your ego. I believe there
         | should be a law which mandates that architects need to stay at
         | least 5 years in every building they "design" so that they
         | actually see and feel the consequences of their work. Art might
         | be a different issue, but just because someone is creative does
         | not free them from the responsibility to build something
         | useful! If the user experience is no fun, the user has every
         | right to complain.
        
           | atoav wrote:
           | Of course. I have been talking about building small projects
           | mostly for yourself. If you build your own house in a weird
           | way, knock yourself out (especially if there is no family).
           | 
           | This is about expectations. Good architecture serves many
           | users. Good films serve many viewers. Good software ...
           | 
           | You get the point. And it is _always_ better if you can serve
           | two target audiences at once instead of one - IF you can do
           | it without compromising.
           | 
           | But _some_ software doesn 't want or even need to serve all
           | users. Take vim for example. For most people it would be a
           | horrible experience to use it and they could criticise it for
           | a ton of things. But what value is there in this cricism as
           | they don't understand how vim is intended to be used? Their
           | cirticism comes from a true place, but it still isn't worth a
           | lot, because if you followed it to the end you would end up
           | with something like notepad.exe or MS Word and loosing
           | everything that makes vim special and interesting.
           | 
           | So if anything, what I say here is: good criticism is
           | critcicism by people who see the same thing in your thing as
           | you do, as their vision likely aligns with yours. If you are
           | painting impressionist pictures for example, the criticism
           | "it could look more photorealistic" by some guy is utterly
           | useless, while the criticism "I think you should rely less on
           | simple complementary color combinations" by someone who
           | understands impressionism might be really helpful. The
           | photorealism guy just tells you that there are people looking
           | for this out there, but as you already know and/or actively
           | decided against it, there is no use in this.
        
           | nextlevelwizard wrote:
           | >If you create something, the primary driver should be its
           | users, and not your ego.
           | 
           | Again, it depends on why you are designing something. If your
           | goal is to just stroke your ego then you probably aren't
           | going to care about the end user.
        
             | lynx23 wrote:
             | Which is fine as long as your end users are not implicitly
             | forced to use your creation. So an artist creating a
             | controversial sculpture is totally fine, nobody forces the
             | recipient to consume their art. But buildings are
             | different, they should be user-centric, not vanity-projects
             | to boost your career.
        
               | mejutoco wrote:
               | They should, but they do not.
               | 
               | Whenever I see "should" in a sentence I think: why is
               | this not how things are? What are the incentives? In this
               | case: who is the person deciding what gets built? What
               | are the consequences for being over budget? (Calatrava I
               | am looking at you).
        
           | algorias wrote:
           | The special thing about architecture is that it imposes on
           | others. You can't not see a building. So I agree with the
           | conclusion but not the reasoning. It's not users vs creators,
           | it's the public who are not the users that get harmed by ugly
           | buildings, even if those buildings are private and desired by
           | those who pay for them. (The government commissioning ugly
           | public buildings is a problem with the government, not the
           | architects)
           | 
           | Meanwhile, anything on the internet you're
           | reading/watching/listening to is by your choice.
        
             | jzb wrote:
             | You're not "harmed" by an ugly building. Annoyed, maybe,
             | but you're not harmed. Ugly is subjective. Even if the
             | majority agree that it is ugly, there's likely a group that
             | enjoys it. Should they be denied the ability to have
             | architecture that pleases them?
        
         | mattacular wrote:
         | > In German there is the saying: Wer macht, hat recht which
         | translates to who makes is right.
         | 
         | Closest thing in English that I could think of: history is
         | written by the winners. Similar concept.
        
           | ncarroll wrote:
           | I'm not sure that it is really similar. I would translate
           | "Wer macht hat recht" to something more like "the creator
           | knows best" or "the creator gets to choose". "History is
           | written by the winners." has, I think a less creative
           | context. Perhaps because history is what is written after
           | wars, conquests and other applications of violence. The word
           | "winners" requires and implies losers. Creation requires
           | neither.
        
           | avgcorrection wrote:
           | Not similar at all, and an absurd comparison. The former is a
           | value/moral judgement while the latter is an empirical
           | observation about how history is written, and not _at all_ an
           | embrace of such a supposed fact (which would effectively
           | translate to "might makes right").
        
             | mattacular wrote:
             | Hrmm ok... since mine is so absurd, what's an English
             | equivalent in your mind?
        
               | _jackdk_ wrote:
               | Not that I've actually heard it, but you could describe
               | the creator as "the man in the arena", which alludes to a
               | Theodore Roosevelt speech:
               | 
               | https://www.theodorerooseveltcenter.org/Learn-About-
               | TR/TR-En...
               | 
               | > It is not the critic who counts; not the man who points
               | out how the strong man stumbles, or where the doer of
               | deeds could have done them better. The credit belongs to
               | the man who is actually in the arena, whose face is
               | marred by dust and sweat and blood; who strives
               | valiantly; who errs, who comes short again and again,
               | because there is no effort without error and shortcoming;
               | but who does actually strive to do the deeds; who knows
               | the great enthusiasms, the great devotions; who spends
               | himself in a worthy cause; who at the best knows in the
               | end the triumph of high achievement, and who at the
               | worst, if he fails, at least fails while daring greatly,
               | so that his place shall never be with those cold and
               | timid souls who neither know victory nor defeat.
        
               | Karellen wrote:
               | "Put up or shut up"?
               | 
               | Or maybe "patches or GTFO" :-)
        
               | sgtnoodle wrote:
               | "The customer is always right"?
        
               | ethbr0 wrote:
               | That's the opposite! :)
               | 
               | Which I guess speaks to how consumerist the US as a
               | society is (said as an American).
               | 
               | The closest I can come up with is "Those who can, do."
               | (Usually seen with "... Those who can't, teach.")
        
         | mbwgh wrote:
         | > In German there is the saying: Wer macht, hat recht which
         | translates to who makes is right. Complaining is simple, just
         | shut up and do it better.
         | 
         | There's unfortunately also the saying "Nicht geschimpft ist
         | genug gelobt", i.e. something like "Not being scolded is enough
         | compliments".
         | 
         | If things work, they are taken for granted and some people only
         | speak up if they are irritated.
         | 
         | Which of course leads to a biased perception of how satisfied
         | the people on average really are with your work.
         | 
         | Last week I wrote an email to an author to a blog I have been
         | following for a year or so. Just wanted to let him know his
         | work was appreciated and I hope he continues writing.
         | 
         | He replied and told me this little gesture made his day. So I
         | guess I should do more of that.
        
         | geoffbp wrote:
         | Sometimes a good way to get feedback is to listen to who is
         | complaining
        
         | account42 wrote:
         | > Complaining is simple, just shut up and do it better.
         | 
         | This is an absurd position. We can't all be masters of anything
         | but that doesn't mean we can't recognize flaws. Sure, sometimes
         | there is a good reason for something a novice would perceive as
         | a flaw but just throwing the concept of criticims away entirely
         | and demand that people accept whatever you crap out is
         | ridiculous. Building echo chambers where no one dares to
         | criticize does not help the art at all - that way lies
         | mediocrity.
         | 
         | All creators should learn to find value in criticism,
         | especially negative. That doesn't mean that you need to always
         | follow laymen opinions but even things wrongly perceived as
         | faults _are_ perceived as such and you should at least think
         | about why that is and if that means you can do something better
         | rather than ignoring the ignorant plebes.
         | 
         | It's also pretty arrogant of you to assume that "consumers"
         | (what a dehumanizing term that is) should care about your
         | constraints at all - especially constraints that are self-
         | imposed. If you are selling something (either for money or for
         | the expectation of time/resouces put in by the user) then your
         | struggles are and imho should be irrelevant - all that matters
         | is how well you fill the need that the user is trying to fill.
         | 
         | > In German there is the saying: Wer macht, hat recht which
         | translates to who makes is right.
         | 
         | Jeder hat so viel Recht, wie er Macht hat.
         | 
         | If people have the means to complain, they have the right to.
         | You can ignore them (unless you depend on them) but others
         | might not.
        
           | burnished wrote:
           | I think you two may have a confusion of terms. I'm just
           | guessing here, but I suspect the complaining they are
           | referring to is the zero content anger spew some people think
           | is appropriate, not critique.
           | 
           | I see it a lot in small communities centered around open
           | source games. It is easy for some one to vent their anger in
           | a useless fashion (can we agree that pr teams calling it
           | passion is a euphemism they use to avoid insulting people
           | giving them money?), and comparatively difficult and rare for
           | people to put their experience into relatable terms or to
           | criticize a change as it pertains to the project's goals.
        
           | atoav wrote:
           | > This is an absurd position. We can't all be masters of
           | anything but that doesn't mean we can't recognize flaws.
           | 
           | Maybe I need to clarify a little bit. Of course everybody
           | hast the _right_ to complain about everything (as people do).
           | But not every criticism is sound cricism. Everybody may just
           | get themselves a Turbo Encabulator and complain that the
           | malleable logarithmic casing is misaligned with the
           | pentametric fan. That is okay. They sold you a turbo
           | encabulator after all and you rightfully expect the
           | pentametric fan to be surmounted by a malleable logarithmic
           | casing in such a way that the two main spurving bearings were
           | in a direct line with it - this is what they told you, you
           | will get.
           | 
           | Whether criticism is "sound" by my definition or not has to
           | do with expectations one some part. If someone sells you a
           | backup software that is "guarantueed to be 100% formally
           | correct" for 100kEUR and it then proceeds to munch your disks
           | and set your computer on fire, criticism is not only okay, it
           | is outright needed. But if someone puts their "works for me,
           | but I strongly advice anybody else against using
           | this"-backup-script on Github and it munches your disk, you
           | may complain, but the other person is not at fault. A lot of
           | people complain about things where someone basically just was
           | like: I made this for fun in my spare time, take it or leave
           | it. And they complain about it as if it was a commercial
           | product they sold their firstborn for.
           | 
           | My other point with making and being right has to do with
           | instutional experience. You don't have to be able to build a
           | turbo encabulator yourself, but before you criticise it maybe
           | make sure you have read its manual. Maybe that is my first
           | level IT-support trauma speaking here, but many people are
           | very quick in voicing criticism, and don't do the research
           | whether the thing they criticise is wrong or they just had
           | the wrong expectations. Of course a product can also be
           | designed badly so it produces these false expectations and
           | such things should be criticised.
           | 
           | Other things are purely subjective and criticism is worth
           | nothing. You may complain about a experimental noise rock
           | band being noisy of having nasty lyrics, but that is no
           | meaningful criticism as this was very likely their goal. That
           | person's feeling of "I hate that sound" is totally valid and
           | true, and the musicians may or may not decide to take it
           | seriously, but it is still just bad criticism - like
           | complaining water is wet or complaining a weight is heavy.
           | That is sort of the point of the thing.
           | 
           | That being said, as a creator I value negative criticism. And
           | I take the feeling from where it comes from seriously most of
           | the time. I just don't trust what they tell you the solution
           | is.
        
           | Retric wrote:
           | Criticism has zero inherent value. It's easy to assume that
           | stuff people like is inherently better, but anything with
           | widespread appeal ends up really bland. You can't do better
           | than simply ok while making everyone happy.
           | 
           | This obviously gives rise to picking an audience, but this
           | idea goes beyond just demographics. There is no greatest book
           | of all time for 12 year old boys only individual preference
           | which doesn't result in an absolute rank.
           | 
           | Commercial art is at best a compromise. No artist is going to
           | inherently prefer exactly what the market wants directly,
           | they only want the indirect things associated with that. Aka
           | money, fame etc.
        
             | deltarholamda wrote:
             | >Criticism has zero inherent value.
             | 
             | I get what you're saying here, but part of any art program
             | is critical review of each others' works. You don't have to
             | change what you created, but to hear other perspectives on
             | how it is received is important.
             | 
             | One professor told me how it is, partly, about keeping the
             | artist from falling down their own rabbit hole. Sort of
             | like the story about the servant who followed Marcus
             | Aurelius around to whisper "you are but a man" in his ear.
             | Highly creative types tend to have somewhat fragile mental
             | states, and they can spiral out if not kept in check.
        
               | Retric wrote:
               | Criticism from a professor is useful for passing, and
               | some things are simply errors in technique.
               | 
               | But from students the content of their critique may be
               | important than what it implies. ie: Did they fail to
               | notice some specific detail intended to be obvious. So,
               | it's definitely a useful practice, but not necessary
               | useful as criticism.
        
             | yamtaddle wrote:
             | I don't get how someone could get really, really good at
             | any sort of creative process without the benefit of
             | encountering and engaging in criticism, of one's own works
             | and of others'. Simply calling out what does and does not
             | work, and why, is criticism and is _super helpful_ for
             | learning how to do things right.
        
             | duxup wrote:
             | > This obviously gives rise to picking an audience
             | 
             | Even that is hard. App stores are full of negative reviews
             | for apps because X app is not just like Y app.... when X
             | app isn't at all supposed to be Y app. Or situations where
             | the user simply misunderstood how the app works and etc.
             | 
             | It's so hard to get things in front of the right audience
             | who understand.
        
               | brookst wrote:
               | Yes, and it is very very hard to tell prospective
               | customers that a product is not for them. The temptation
               | is always to cast as wide of a net as possible and sell
               | product X as being product Y, often with the best
               | intentions of evolving to be X+Y in a future revision.
        
             | account42 wrote:
             | [dead]
        
           | pwagland wrote:
           | One small point.
           | 
           | > If people have the means to complain, they have the right
           | to. You can ignore them (unless you depend on them) but
           | others might not.
           | 
           | Having the means to do something in no way gives you the
           | right to do so. I have the means to speed in my car. I have
           | the means to murder someone. I don't have the _right_ in
           | either case to do so.
        
             | avgcorrection wrote:
             | Makers (HN supermen): the strong make what they want; the
             | weak endure the fruits of that (as they must).
             | 
             | Complainers: I am certainly strong enough to complain your
             | ears off.
             | 
             | Makers: No, not like that! That's immoral!
        
             | mughinn wrote:
             | I think they are talking specifically about complaining
             | though, not about anything in general
        
               | ethbr0 wrote:
               | I would absolutely say that having the means to complain
               | does _not_ inherently give you the right to complain.
               | 
               | Right is _earned_ through investment.
               | 
               | A creator invests a substantial amount of time and effort
               | into something.
               | 
               | A complainer can invest no time or effort into something.
               | 
               | And specific to the gaming community, there's a
               | distinction between investing _consumption_ time (e.g.
               | playing) and _creation_ time (e.g. modding or building).
               | 
               | I'd allow that playing confers substantial rights ("I've
               | played this game over 1,000 hours and I think..."), but
               | those rights should never be confused with creator
               | rights.
               | 
               | Which is what makes amateur game criticism so toxic to me
               | ("I can't do what you do, nor have any interest in
               | investing the effort, but let me tell you how to spend
               | your time to do what I want").
               | 
               | Especially in the performance-limited era of Half Life,
               | most gamers didn't know a damn thing about the boundary
               | of the possible.
        
               | Eisenstein wrote:
               | > Right is earned through investment.
               | 
               | Rights are absolutely _not_ earned, they are granted. You
               | do not earn the right to vote, or to have legal
               | protection. A right is granted either by the state, by
               | society, or by  'god'.
        
               | Taywee wrote:
               | You still have the right to complain, you just don't have
               | the right for anybody else to care about your complaint.
               | 
               | The ability to complain doesn't need to be earned, only
               | the respect itself needs to be earned.
        
               | ethbr0 wrote:
               | The wrinkle is zero-context internet, where there's
               | little ability to tell what respect someone is due, which
               | leads to people who aren't due it assuming they should
               | get it (because they also don't know what others
               | complaining have done).
               | 
               | Which I guess boils down to "Don't listen to the
               | internet."
        
               | Arainach wrote:
               | Regardless of knowing what's possible, this is the origin
               | of "the customer is always right in matters of taste".
               | 
               | You don't have to have invested in creation to know what
               | you like and you don't. Claiming that the creators are
               | the only ones who understand things enough to critique
               | them is vanity and is toxic to projects.
               | 
               | Every time I've seen project leaders talk like that it's
               | been a disaster. Jensen Harris et. al used that language
               | to dismiss feedback about the Windows 8 Star Screen, for
               | example.
        
           | brookst wrote:
           | I don't disagree, but I think you are largely conflating the
           | right to speak complaints with the right to be an entitled
           | jerk.
           | 
           | Few creators will object to criticism that shows an
           | understanding of the work/product. Most will object to
           | personal abuse empty of any actual criticism.
           | 
           | Understanding the context of a product makes for better
           | complaints. Just venting is not helpful and often abusive.
        
         | nextlevelwizard wrote:
         | >Complaining is simple, just shut up and do it better.
         | 
         | This is a good rule to go by. It is always way easier to
         | critique a thing for whatever reason and critique can be good,
         | but only to a point. When you start writing articles about how
         | thing X is bad because of Y, you aren't doing any favors for
         | anyone. You should instead try to channel that into something
         | positive.
        
         | avgcorrection wrote:
         | HN superiority complex summarized in one comment.
         | 
         | Of course we know nothing about that inflamed moderator. Oh
         | well.
        
           | [deleted]
        
         | roenxi wrote:
         | There are other things at play here. It is important to
         | understand that the average human is unbelievably limited and
         | delicate (in the modern era, they don't understand any of the
         | systems that sustain their lifestyle and have skills of only
         | marginal use). There are multiple systems in place to take all
         | these delicate humans and set them up to live comfortable
         | lives.
         | 
         | The first layer is the makers, but after that there are a
         | couple of layers of assessors and distributors before ideas and
         | products hit the masses. For someone in a community that makes
         | things, criticism isn't so useful. In the other layers that are
         | there to work out what ordinary people should do armchair
         | criticism is a lot more useful. Still not very impressive, but
         | more useful.
         | 
         | The armchair critics aren't at all interested in making things.
         | Their self-appointed role isn't to make things. They are part
         | of a community that generates chatter to help guide the
         | conversation of the people who actually decide what should
         | happen at the mass-market level.
        
         | expertentipp wrote:
         | > Wer macht, hat recht which translates to who makes is right.
         | Complaining is simple, just shut up and do it better.
         | 
         | Ain't dealing with an avalanche of _Abmahnung_ , and ain't
         | going to shut up either.
        
         | prennert wrote:
         | Maybe the solution is to brand yourself as an "auteur
         | programmer".
        
           | umanwizard wrote:
           | Programmauteur
        
             | martin_a wrote:
             | Sounds Swiss, I'd be careful with that.
        
               | prennert wrote:
               | I think you are confusing this with Programmauteuhr,
               | which is basically a mechanical emacs made by a
               | Programmauteur. Its very fringe, but critics love it.
        
         | capitol_ wrote:
         | But people who write criticisms provide a valuable service to
         | me as an consumer.
         | 
         | I have limited amount of time and before I spend 20 hours on a
         | book or game I would like some indication that it's not a waste
         | of time.
         | 
         | One could argue that both the good and the bad should be
         | highlighted, but my experience is that I'm get most value from
         | knowing about the bad parts.
        
         | nsplayer wrote:
         | Was fur eine Uberraschung, ein arroganter Deutscher, der nie
         | Natural-Selection gespielt hat, halt einen Vortrag.
         | 
         | Hier geht es um die Gemeinschaft des Spiels, nicht um das Spiel
         | selbst. Dieser Mann hat das Spiel nicht programmiert, nur eine
         | kleine Erganzung zu einer Erganzung.
        
         | scns wrote:
         | Apologies in advance for my choice of words.
         | 
         | I used to be a person that criticized a lot. One day i realized
         | what an cheap ass i was. Talking is easy. Now i say silently to
         | myself:
         | 
         | "Shut up or do it better yourself."
         | 
         | It is very healthy to remove narcissistic micromanagers (driven
         | by subconcious anxiety) from your life if you can.
        
           | scns wrote:
           | Apologies again for commenting before RTA. He got blasted by
           | a religious person.
        
             | moi2388 wrote:
             | ?!
        
       | ever1337 wrote:
       | This reminds me a lot of my experience programming for the open
       | source game Space Station 13. We simulate basically everything we
       | can in that game, and it fills me with so much satisfaction to
       | think about how my code is responsible for the operation of the
       | organs inside every player's body, ticking away silently but
       | allowing for really complex and nuanced interactions when
       | necessary. Most people will never know where that code came from
       | or what the game was like before, but that's fine. It just
       | existing is enough, in a sea of code made by hundreds or
       | thousands of other people.
        
       | drekipus wrote:
       | This is a great write up. I'm so envious of those days. I was
       | around and got a taste of it, but my mum perpetually banned the
       | computer from me, and limited my internet usage to 1 hour for
       | brief time I did get.
       | 
       | "To keep viruses out of the power supply and to stop me from
       | talking to pedophiles"
        
       | sbierwagen wrote:
       | Because of course /buildmenu took users away from regular Natural
       | Selection servers, resulting in a holy war dynamic:
       | https://gwern.net/holy-war
       | 
       | >The endur[?]ing phe[?]nom[?]e[?]non of 'holy wars' in
       | com[?]put[?]ing, such as the bit[?]ter[?]ness around the
       | pro[?]longed Python 2 to Python 3 mi[?]gra[?]tion, is not due to
       | mere pet[?]ti[?]ness or love of con[?]flict, but be[?]cause they
       | are a co[?]or[?]di[?]na[?]tion prob[?]lem: dom[?]i[?]nant
       | plat[?]forms enjoy strong net[?]work ef[?]fects, such as
       | re[?]duced 'bi[?]trot' as it is regu[?]larly used & main[?]tained
       | by many users, and can in[?]flict a mirror-image 'bit[?]creep' on
       | other platforms which grad[?]u[?]ally are ne[?]glected and begin
       | to bi[?]trot be[?]cause of the dom[?]i[?]nant plat[?]form.
       | 
       | >The outright neg[?]a[?]tive ef[?]fect of bit[?]creep mean that
       | hold[?]outs do not just cost early adopters the pos[?]si[?]ble
       | net[?]work ef[?]fects, they also greatly re[?]duce the value of a
       | given thing, and may cause the early adopters to be
       | ac[?]tu[?]ally worse off and more mis[?]er[?]able on a daily
       | basis. Given the ex[?]tent to which hold[?]outs have
       | ben[?]e[?]fited from the com[?]mu[?]nity, hold[?]out
       | be[?]hav[?]ior is per[?]ceived as par[?]a[?]sitic and im[?]moral
       | be[?]hav[?]ior by adopters, while hold[?]outs in turn deny any
       | moral oblig[?]a[?]tion and re[?]sent the meth[?]ods that adopters
       | use to in[?]crease adop[?]tion (such as, in the ab[?]sence of
       | for[?]mal con[?]trols, in[?]for[?]mal ones like bul[?]ly[?]ing).
        
         | tourgen wrote:
         | [dead]
        
         | mschuster91 wrote:
         | The trouble with the Python 2 => 3 transition is _just how much
         | work_ it imposed on everyone in the ecosystem, and the general
         | lack of care for backwards  / forwards compatibility in the
         | ecosystem - the fact you need something like "virtualenv" at
         | all is damning in itself, out of the major stacks only NodeJS
         | requires similar hacks (e.g. nvm).
         | 
         | The PHP world, for example, is very famous for its focus on
         | compatibility: breaking changes are generally announced far
         | before they are released, and the amount of actually breaking
         | changes is very very small - out of my mind, the only thing
         | that _really_ bit a lot of very old code was the removal of
         | implicitly provided global variables and the mysql legacy
         | functions, which by that point were deprecated for like a
         | decade and in many cases could be resolved by more-or-less
         | simple search and replace runs. Other than that, a lot of
         | legacy code works fine or with similarly minor modifications in
         | PHP 8 - while the runtime itself is capable of running code
         | with syntax features of the modern world.
        
           | zerocrates wrote:
           | The 8 series has made a lot of little changes that are
           | currently deprecations but if converted to errors as promised
           | in 9 will be the end for lots of legacy code without changes:
           | most of the standard library not taking null arguments where
           | it used to, changed/added typehinting for the standard
           | classes affecting anything that extends/implements them, and
           | disallowing dynamic properties on objects are some big ones
           | that come to mind.
           | 
           | Once 9 makes some of this mandatory it'll also be much more
           | difficult for a single codebase to work across a wide range
           | of PHP versions. That's possibly even an explicit goal:
           | forcing narrower support from applications and libraries will
           | prod more hosts and end-users to update.
           | 
           | Not that these are bad changes, but that the philosophy of
           | extreme compatibility really isn't in force anymore. It's not
           | a Python 2/3 scenario but a gradual constant shift.
        
           | digging wrote:
           | On the flip side, and to be crass, PHP is a hell language
           | that many hate or refuse to program in. I do wonder if
           | there's a correlation.
        
             | mschuster91 wrote:
             | Most of the PHP haters haven't worked with PHP since the
             | 5.x days. PHP 7 started to reverse the trend and PHP 8
             | together with a decent IDE is on-par with Java.
        
       | bionhoward wrote:
       | I love Natural Selection! Hope it survives or folks pay more
       | attention to how great that game is because a new take on the
       | same concept could absolutely be a hit
        
       | ptdn wrote:
       | The golden age of moddable games ended a long time ago, and it's
       | a major shame. Mods for Starcraft, Warcraft III, Half Life, etc.
       | spawned thousands of sophisticated game modes that turned into
       | dozens of independent games.
        
         | hutattedonmyarm wrote:
         | There's plenty of moddable games still available though.
         | Factorio, Stardew Valley, Minecraft, Beat Saber. Even Dota 2
         | has what they call "custom games".
         | 
         | Sure, maybe not a golden age, but they're doing alright
        
           | ptdn wrote:
           | The mods for modern games involve making those games better
           | for a specific audience. I've played a bunch of Stardew
           | Valley and Minecraft mods. High-end Minecraft graphics and
           | massive content packs make for an interesting (if buggy)
           | experience.
           | 
           | On the other hand, it's completely different from the Use Map
           | Settings games I grew up playing in Brood War, which were
           | radically different games using Starcraft assets. DotA was
           | literally the same thing in WC3. The game became a game
           | engine. There's nothing like that now. (Garry's Mod?)
        
             | justinpombrio wrote:
             | Roblox, I think, though it's targeted to kids and I don't
             | know much about it.
        
               | porkbeer wrote:
               | Roblox is a scam. The biggest games in the world like
               | csgo still allow and cekebrate modding, itself originally
               | being a halflife mod.
        
               | justinpombrio wrote:
               | In what way is Roblox a scam? Remember that most people
               | here know very little about it.
        
           | Capricorn2481 wrote:
           | I wish any of those hit the levels that Warcraft 3 did.
           | Having infinite, sophisticated game modes to play online with
           | others was so fun. Unfortunately Fortnite, Roblox, and Dota 2
           | have not been able to do this nearly as well.
        
         | bionhoward wrote:
         | Lotta good mods (addons) for WoW these days! I'm particularly
         | enamored with TellMeWhen
        
         | maccard wrote:
         | The people that would have made mods for those games are still
         | able to make mods for TES, Witcher, GTA, Stardew valley (off
         | the top of my head), but the people who made full blown mods
         | like DOTA in WC3 are now using tools like Unity or js
         | frameworks like pixi and publishing on itch.io instead.
        
         | npteljes wrote:
         | I don't think so. Steam, for example, supports mods directly
         | from the Steam client. Many of the games I play specifically
         | support mods from within the game itself, integrated with this
         | Steam mod functionality, and it even takes care of upgrades,
         | dependencies and such.
         | 
         | There's a thriving ecosystem of games and mods out there, no
         | such thing as a golden age that has ended.
         | 
         | Starcraft II for example has a host of excellent mods. My group
         | doesn't even play the original Starcraft game, and I don't have
         | any interest in it either, but we have sunk many hours into
         | different custom maps.
        
       | adityaathalye wrote:
       | Fun story! I think I would be happy if I found myself in the
       | author's place. Someone getting mad at creative code I wrote
       | would mean it got used in ways I didn't imagine and/or by people
       | I didn't know of. Prompts for more creativity.
       | 
       | (edit: typos)
        
       | moi2388 wrote:
       | You added building to CS? That sounds a lot like Fortnite.
        
         | speps wrote:
         | Not CS (Counter Strike), NS (Natural Selection).
        
       | mrkeen wrote:
       | These days you can sometimes still find a combat map with a few
       | players in NS2.
       | 
       | I don't know how modded it is on the server-side, but you can
       | still drop a few buildings as aliens, and a sentry turret as
       | marines. Good fun!
       | 
       | (ORB forever!)
        
         | c0nfused wrote:
         | One of the neatest part about ns2 development is that the
         | source is the product you are just distributing lua files that
         | the engine runs.
         | 
         | The uwe implementation of combat for ns2 was last stand and the
         | source is here https://github.com/unknownworlds/ns2_laststand
         | 
         | Looks like the combat mod is there too
         | https://github.com/AlexHayton/NS2Combat
        
       | bakugo wrote:
       | I still write plugins like this for source engine games using
       | sourcemod/sourcepawn (the successors to amx and pawn
       | respectively) occasionally, and it's still fun. Much harder to
       | get people to play your mods since the games aren't as popular as
       | they once were, but there's something about the engine that makes
       | it really satisfying to mess with and bend to your will despite
       | it being a massive pile of spaghetti. Helps that the entire
       | source code tree has been leaked multiple times before, too.
        
       | revskill wrote:
       | THe fact that human love games proved that human is always God's
       | child.
        
       | pkasting wrote:
       | Ah, angry Internet people. I have my own collection of responses,
       | from someone who argued that my choice of a default value for a
       | setting was tantamount to forcing someone to have an abortion
       | against their will, to the time when restricting comments on a
       | bug another team had WontFixed led to a change.org petition to
       | get me fired.
       | 
       | People feel like they have very little control, and that no one
       | is listening. In that environment they sometimes scream into the
       | void. It's counterproductive, but understandable.
        
       | nsplayer wrote:
       | I used to play NS a ton, even was in a clan for a while. It was
       | one of the most original and novel video games i've ever played,
       | only planetside comes close.
       | 
       | Combat played a sizeable role in killing the original game and
       | turning it into something i'd expect from a CS mod. An entry
       | level, bland generic version of the original that gutted all the
       | strategy and coordination and teamwork that you required to win
       | on ns_ maps. (A good commander alone was worth gold)
       | 
       | You built upon what many people considered cancer (combat to some
       | extent, but definitely xmenu combat) - tumors get serious when
       | they hit the lymph nodes, and they probably saw it as that.
       | 
       | I quit before this era happened but I probably would have hated
       | you if i hadn't - even if you aren't technically the one to
       | blame.
        
         | gipp wrote:
         | > It was one of the most original and novel video games i've
         | ever played, only planetside comes close.
         | 
         | I think I'd throw Tribes (2) in there as well. Those were the
         | days.
        
         | the__alchemist wrote:
         | I could never figure out the bunny jumping. And the eyeballs in
         | mouth thing bothered me for a while, but people on the forums
         | thought I was nuts. :(
         | 
         | That said, NS was prob my favorite multiplayer game of all
         | time... After Age of Empires 2, OFC.
         | 
         | Combat is fine to fill the server with enough players for a
         | normal NS game.
        
         | _jackdk_ wrote:
         | I'm the author, and I agree with pretty much everything you
         | wrote - NS was special and trying to preserve that specialness
         | was why I put the buildings into Combat in the first place. I
         | miss that era of experimentation both in mods and commercial
         | releases. I would've loved to be online during the heyday of
         | Tribes 2 or Planetside.
         | 
         | Ironically, I don't think I ever consciously built in
         | xmenu<->buildmenu support (though I don't have the .amxx file
         | to hand to check); that was a surprise to me. IIRC, both
         | ExtraLevels and Combat Buildings used the NS module for AMXX to
         | read write the "unspent level points" for the player. Placing
         | buildings was a lot less crazy when you had to spend one of
         | your nine precious levelups on a welder or a gorge morph, and
         | then spend another on each building.
         | 
         | Combat Buildings made Combat pretty stupid, ExtraLevels made
         | Combat really stupid, but the combination was way stupider than
         | the sum of its parts.
        
           | nsplayer wrote:
           | Fate was probably determined at the point that combat came
           | out, xmenu just accelerated it with absurd upgrades that let
           | one person steamroll the server (though it was sometimes fun
           | to be that one person, it wasn't for the other half of the
           | server...)
           | 
           | At least your mod brought back the building aspect, cheers
           | for that.
        
         | bennyelv wrote:
         | I couldn't remember if I'd played this mod - then I saw the
         | teeth/mouth that surrounds the screen when you play on the
         | alien team in one of the screenshots and it all came flooding
         | back.
         | 
         | Original HL had an absolutely awesome modding community. As
         | well as the huge one (CS) there were tweaks to make it better
         | in all sorts of ways: - Adrenaline Gamer or AG - which changed
         | the movement a little to make deathmatch super fast-paced. -
         | Bubble Mod - which make a few gameplay tweaks to make
         | deathmatch more sensible and manageable in large servers
         | 
         | ...and I even wrote my own for the deathmatch games we played
         | on our LAN at Uni, which announced a particularly annoying
         | players name whenever he got fragged.
         | 
         | Don't really have time for these things any more!
        
         | ok_dad wrote:
         | You guys should try the current crop of FPS games like "Hell
         | Let Loose" which actually require a lot of strategy and
         | coordination! HLL, for example, has huge battles with
         | commanders and several squads of different types with squad
         | leaders, and you earn upgrades and abilities over the game as
         | you take positions and etc. I haven't played that one for a
         | while, but it could scratch that same itch that NS scratched.
        
         | AlexandrB wrote:
         | I play NS2 sometimes, which still has a pretty active
         | community.
         | 
         | It's a tough game to get into and even harder to get good at
         | commanding since being a bad commander will sink your whole
         | team. But it feels extremely rewarding to play on a well-
         | coordinated team.
        
       | jeffwask wrote:
       | Gamer rage is the most incandescent of the rages.
        
       | RcouF1uZ4gsC wrote:
       | > But as absolutely terrible as /xmenu is, /buildmenu is the god
       | damned devil. Buildmenu is an abomination upon the lord that is
       | causing the universe to unravel and all heretics who follow the
       | terribleness that is buildmenu shall perish in hell. I'd like to
       | give a big thanks to whoever created /buildmenu for making THE
       | WORST COMBAT PLUGIN EVER.
       | 
       | This reads more like sarcasm and tongue-in-cheek hyperbole than
       | an actual really mad person.
        
         | nsplayer wrote:
         | It unironically helped accelerate the death of the game. This
         | wasn't counter-strike with millions of players and a huge
         | esports scene, this was a tiny mod with maybe a few thousand
         | players that required ~5v5 or higher for a good experience
        
       | vrglvrglvrgl wrote:
       | [dead]
        
       | h2odragon wrote:
       | Nowadays, you can get SWAT called on you for upsetting the wrong
       | people with a game mod.
        
       | komali2 wrote:
       | Wow, I really really wish I was a little older during the Half
       | Life / Flash era of game development. Will we ever get anything
       | like that again? Nowadays this kind of creativity always seems to
       | exist in walled gardens like Roblox. I feel like the concept of
       | software freedom as the gnu folks pitch is the environment that
       | that half life / flash area of modding and game dev existed in.
       | 
       | Ugh now even if you formally make a game you can't even publish
       | it to anything other than PCs without getting permission from
       | console companies or google / apple! Well I guess f-droid is an
       | exception, or, if you make your game a browser game.
        
         | dj_mc_merlin wrote:
         | Minecraft is comparable. I think the general trend is right
         | though, there was a lot more creativity in random Warcraft/Half
         | Life mods. Shit, DOTA was a Warcraft mod first.
         | 
         | Arma also comes to mind as a moddable multiplayer game.
         | Crossfire as well, not super popular in the West nowadays
         | though.
         | 
         | I miss Flash games!
        
         | xwdv wrote:
         | There is nothing stopping you from making a web browser based
         | JavaScript game right now that you can throw up on a basic
         | webpage and share a link for people to go play instantly. You
         | just don't want to!
        
         | tuvan wrote:
         | Wasnt the modding scene a result of game dev from scratch being
         | inaccessible? Downloading UE/Unity/Godot and making your dream
         | game is probably easier nowadays than trying to make it as a HL
         | mod then.
        
           | WastingMyTime89 wrote:
           | It had more of a cobbled together feel.
           | 
           | You could inject code in a lot of places and people were
           | doing wonky things. I think it had to do with the user base
           | being far smaller at the time. Knowledgeable people were
           | still a significant part of it and security was far less of
           | concern.
           | 
           | There was also far less money involved which is always a
           | great filter for the kind of personality you want in this
           | kind of community.
        
           | deniska wrote:
           | Yes and no.
           | 
           | Modding a game means that you have a specific starting point,
           | the original game, which you are probably a fan of. And you
           | may want your creation to be a part of this original world,
           | share some (or most) of gameplay elements, design elements,
           | story elements etc.
           | 
           | People modded Half-Life not only because modding Half-Life
           | was somewhat easier than making an FPS game from scratch, but
           | also because they wanted to explore the original story from
           | another angle, or they liked how engine feels to play, or for
           | whatever other reason wanted a starting point to be a
           | complete game. Kind of the original asset store: the assets
           | of the game you are modding.
        
           | stonemetal12 wrote:
           | To me it is about focus. If I am interested in game AI, I can
           | mod a game and focus on just the AI. No need to build out the
           | rest of the art assets and design.
           | 
           | If you are a big fan of open world games, GTA and Skyrim took
           | teams of a 100 people, years of effort to make. Not something
           | an indie is going to be able to reproduce. Modding allows you
           | to create in that world.
           | 
           | Third would be reach. Getting people to try out a mod for a
           | game is often much easier than getting them to try out a
           | whole new game.
        
       | ohwellhere wrote:
       | Over a decade ago I rebuilt a small business's web application.
       | By small I mean it was a one person company, the app was used by
       | maybe a dozen clients, and the rewrite took me 10 hours.
       | 
       | Imagine my surprise when one day I'm browsing Hacker News and I
       | see a comment on some unrelated article absolutely lambasting how
       | I built the core feature of the web app. It was referenced by
       | direct URL, no mistaken identity or projection.
       | 
       | (Their critique was correct in many important ways, but also: the
       | client loved it.)
        
       | imp0cat wrote:
       | I much preferred Gloom, the Quake 2 mod. Apparently, some servers
       | are still alive: http://www.planetgloom.com/servers.cgi
       | 
       | Here is a quick comparison of NS, Gloom, Tremulous and
       | Unvanquished.
       | 
       | https://www.reddit.com/r/ns2/comments/4bsws2/the_ultimate_co...
        
       | physicles wrote:
       | Natural Selection was a fantastic mod. For a couple golden years
       | we played it at LAN parties with 8-12 people in a single
       | basement. It was like FPS StarCraft: the two races were entirely
       | different but also totally balanced.
       | 
       | I also wrote a super simple half-life mod back then. It was like
       | Juggernaut mode for Halo, which came out later: one person was
       | nearly invisible, with an insta-kill crowbar, and whoever killed
       | them took their powers.
       | 
       | I miss those days.
        
       | WalterBright wrote:
       | I've had a couple complaints about Empire:
       | 
       | 1. I was threatened once with fisticuffs because the person spent
       | too much time playing Empire
       | 
       | 2. I was blamed for causing one person's divorce
       | 
       | 3. I was blamed for a student flunking out
       | 
       | 4. Empire was blamed for consuming all the resources of Caltech's
       | PDP-10, and was banned during daytime and during finals week
        
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