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<p>3918 words, ~21 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<p>3918 words, ~21 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<details><summary>Referenced by:</summary><a href="/garden/decentralized/index.md">Decentralized</a><a href="/garden/orchard/index.md">Orchard</a><a href="/garden/social-media/index.md">Social Media</a><a href="/garden/the-indieweb/signature-blocks/index.md">The IndieWeb/Signature Blocks</a><a href="/garden/weird/index.md">Weird</a></details>
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<details><summary>Referenced by:</summary><a href="/garden/decentralized/index.md">Decentralized</a><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/now/index">/now</a><a href="/garden/orchard/index.md">Orchard</a><a href="/garden/social-media/index.md">Social Media</a><a href="/garden/the-indieweb/signature-blocks/index.md">The IndieWeb/Signature Blocks</a><a href="/garden/weird/index.md">Weird</a></details>
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A placeholder name for a theoretical new federated network that is client-centric, in contrast to the server-centric [Fediverse](/garden/fediverse/index.md). Many of the ideas here will be implemented as described or similarly by people much smarter than me as part of [Agentic Federation on Iroh](https://github.com/commune-os/weird/discussions/32), an initiative by the [Weird](/garden/weird/index.md) developers.
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A placeholder name for a theoretical new federated network that is client-centric, in contrast to the server-centric [Fediverse](/garden/fediverse/index.md). Many of the ideas here will be implemented as described or similarly by people much smarter than me as part of [Agentic Federation on Iroh](https://github.com/commune-os/weird/discussions/32), an initiative by the [Weird](/garden/weird/index.md) developers.
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<p>741 words, ~4 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<p>741 words, ~4 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<details><summary>Referenced by:</summary><a href="/garden/gender-performativity/index.md">Gender Performativity</a><a href="/garden/trans-athletes-in-sports/index.md">Trans athletes in sports</a></details>
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<details><summary>Referenced by:</summary><a href="/garden/gender-performativity/index.md">Gender Performativity</a><a href="/garden/social-constructs/index.md">Social Constructs</a><a href="/garden/trans-athletes-in-sports/index.md">Trans athletes in sports</a></details>
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Gender is a tricky subject, and there are many conflicting frameworks that have been proposed for defining gender and measuring its impact, and other such aspects of it. Judith Butler, for example, controversially describes [gender as a performance](/garden/gender-performativity/index.md)); We observe how people act, what they seem to enjoy, and what roles they fill in society based on their gender, and then we (often subconsciously) perform similarly, perpetuating the cycle. That makes gender a [Social Construct](/garden/social-constructs/index.md).
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Gender is a tricky subject, and there are many conflicting frameworks that have been proposed for defining gender and measuring its impact, and other such aspects of it. Judith Butler, for example, controversially describes [gender as a performance](/garden/gender-performativity/index.md)); We observe how people act, what they seem to enjoy, and what roles they fill in society based on their gender, and then we (often subconsciously) perform similarly, perpetuating the cycle. That makes gender a [Social Construct](/garden/social-constructs/index.md).
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<p>636 words, ~3 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<p>636 words, ~3 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/now/index">/now</a><a href="/garden/orchard/index.md">Orchard</a><a href="/garden/social-constructs/index.md">Social Constructs</a><a href="/garden/social-media/index.md">Social Media</a></details>
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<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/garden/social-media/index.md">Social Media</a></details>
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There are a lot of developers in the incremental games community - the genre seems to draw them in, and convert a lot of players _into_ developers. Let's explore the reasons why this genre appeals to developers.
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There are a lot of developers in the incremental games community - the genre seems to draw them in, and convert a lot of players _into_ developers. Let's explore the reasons why this genre appeals to developers.
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<p>2166 words, ~12 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<p>2166 words, ~12 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/now/index">/now</a><a href="/garden/orchard/index.md">Orchard</a><a href="/garden/social-constructs/index.md">Social Constructs</a><a href="/garden/social-media/index.md">Social Media</a></details>
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<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/garden/social-media/index.md">Social Media</a></details>
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This is something that has been discussed and analyzed by many people, and to some extent, I feel like everything that can be said on the topic already has. However, a lot of these analyses are from the perspective of those with not as much experience and involvement within the genre as I'd argue would be necessary for a fully contextualized answer. I'm interested in ludology and part of that includes interpreting games as art, and to that end what constitutes a game, let alone a "good game". Incremental games are oft criticized, unfairly in my biased opinion, of not even constituting games, such as was posited by [this polygon article](https://www.polygon.com/2013/9/30/4786780/the-cult-of-the-cookie-clicker-when-is-a-game-not-a-game).
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This is something that has been discussed and analyzed by many people, and to some extent, I feel like everything that can be said on the topic already has. However, a lot of these analyses are from the perspective of those with not as much experience and involvement within the genre as I'd argue would be necessary for a fully contextualized answer. I'm interested in ludology and part of that includes interpreting games as art, and to that end what constitutes a game, let alone a "good game". Incremental games are oft criticized, unfairly in my biased opinion, of not even constituting games, such as was posited by [this polygon article](https://www.polygon.com/2013/9/30/4786780/the-cult-of-the-cookie-clicker-when-is-a-game-not-a-game).
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<p>3429 words, ~19 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<p>3429 words, ~19 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/now/index">/now</a><a href="/garden/orchard/index.md">Orchard</a><a href="/garden/social-constructs/index.md">Social Constructs</a><a href="/garden/social-media/index.md">Social Media</a></details>
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<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/garden/social-media/index.md">Social Media</a></details>
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Video games are placed into genres for a variety of reasons. They can give a mental shorthand to set the player's expectations up, they can help a game market itself by its similarities to other, already popular games, and honestly, people just love categorization for its own sake. For this guide, it's important to define the genre so it is clear what games it's even talking about.
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Video games are placed into genres for a variety of reasons. They can give a mental shorthand to set the player's expectations up, they can help a game market itself by its similarities to other, already popular games, and honestly, people just love categorization for its own sake. For this guide, it's important to define the genre so it is clear what games it's even talking about.
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<p>747 words, ~4 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<p>747 words, ~4 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<hr/>
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<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/now/index">/now</a><a href="/garden/orchard/index.md">Orchard</a><a href="/garden/social-constructs/index.md">Social Constructs</a><a href="/garden/social-media/index.md">Social Media</a></details>
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<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/garden/social-media/index.md">Social Media</a></details>
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Developing games is fun and exciting and teaches a lot of wonderful skills - I enthusiastically encourage anyone with an interest in game development to try it out - and incremental games are a wonderful way to get started. However, there are many challenges young and inexperienced developers have to face, and I think the hardest one - harder than coding, debugging, balancing, etc. - is handling criticism. When you put your heart and soul into a game it is natural to feel very vulnerable. While I think there's a lot communities can do to ensure they're welcoming, positive and constructive with their criticisms, inevitably you will eventually read some, and potentially a lot, of comments that can deeply affect you. No one is immune to this, from young incremental game developers to the largest content creators you can think of. That's why it's important to be able to process and navigate criticism, because ultimately collecting feedback is essential to the journey to becoming a better developer. On this page, we'll explore how to embrace criticism, grow from it, and continue to post your games publicly with confidence.
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Developing games is fun and exciting and teaches a lot of wonderful skills - I enthusiastically encourage anyone with an interest in game development to try it out - and incremental games are a wonderful way to get started. However, there are many challenges young and inexperienced developers have to face, and I think the hardest one - harder than coding, debugging, balancing, etc. - is handling criticism. When you put your heart and soul into a game it is natural to feel very vulnerable. While I think there's a lot communities can do to ensure they're welcoming, positive and constructive with their criticisms, inevitably you will eventually read some, and potentially a lot, of comments that can deeply affect you. No one is immune to this, from young incremental game developers to the largest content creators you can think of. That's why it's important to be able to process and navigate criticism, because ultimately collecting feedback is essential to the journey to becoming a better developer. On this page, we'll explore how to embrace criticism, grow from it, and continue to post your games publicly with confidence.
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<p>2272 words, ~12 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<p>2272 words, ~12 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/now/index">/now</a><a href="/garden/orchard/index.md">Orchard</a><a href="/garden/social-constructs/index.md">Social Constructs</a><a href="/garden/social-media/index.md">Social Media</a></details>
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<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/garden/social-media/index.md">Social Media</a></details>
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If you've been in the incremental games community for any amount of time, you'll quickly find the number one thing players want is _content_. They want as much of it as possible! The most popular incremental games have tons of content, so they just keep stretching on and on and on, introducing mechanic after mechanic, and players love it. In fact, players seem to value the _amount_ of content over the quality of any _specific_ content. However, there's a bit of a lack of understanding concerning _what_ content is, and I'd like to explore what counts as content, and how we measure it. As a baseline definition, I think "content" can just be described as the parts of the game that engage the player, but to truly understand it we need to contextualize what that means and how it affects the gameplay experience.
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If you've been in the incremental games community for any amount of time, you'll quickly find the number one thing players want is _content_. They want as much of it as possible! The most popular incremental games have tons of content, so they just keep stretching on and on and on, introducing mechanic after mechanic, and players love it. In fact, players seem to value the _amount_ of content over the quality of any _specific_ content. However, there's a bit of a lack of understanding concerning _what_ content is, and I'd like to explore what counts as content, and how we measure it. As a baseline definition, I think "content" can just be described as the parts of the game that engage the player, but to truly understand it we need to contextualize what that means and how it affects the gameplay experience.
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[Incremental Social](https://incremental.social/) is a [Fediverse](/garden/fediverse/index.md) website hosted by me! It was made under the motivation of the fediverse working best when split up into websites that are specialized for specific communities - and in this case, Incremental Social was made and designed explicitly for the incremental games community! Most notably, it hosts an instance of [Mbin](/garden/mbin/index.md), [Forgejo](/garden/forgejo/index.md), and [Synapse](/garden/synapse/index.md) (and [Cinny](/garden/cinny/index.md)). Mbin allows it to read and write both reddit-style threads and twitter-style posts, and forgejo allows developers to host their web games. Synapse allows the community to chat in a more synchronous fashion than Mbin.
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[Incremental Social](https://incremental.social/) is a [Fediverse](/garden/fediverse/index.md) website hosted by me! It was made under the motivation of the fediverse working best when split up into websites that are specialized for specific communities - and in this case, Incremental Social was made and designed explicitly for the incremental games community! Most notably, it hosts an instance of [Mbin](/garden/mbin/index.md), [Forgejo](/garden/forgejo/index.md), and [Synapse](/garden/synapse/index.md) (and [Cinny](/garden/cinny/index.md)). Mbin allows it to read and write both reddit-style threads and twitter-style posts, and forgejo allows developers to host their web games. Synapse allows the community to chat in a more synchronous fashion than Mbin.
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In the future I plan on having the platform also generate a keypair to allow the user to use this account as their identity on the [Agentic fediverse](undefined).
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In the future I plan on having the platform also generate a keypair to allow the user to use this account as their identity on the [Agentic Fediverse](/garden/fedi-v2/index.md).
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With all these platforms, there will be a goal to support migrating identities elsewhere, so users are not locked in to our platform. Unfortunately a lot of these protocols don't support migration, or not well, so this is going to be a long-term goal.
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With all these platforms, there will be a goal to support migrating identities elsewhere, so users are not locked in to our platform. Unfortunately a lot of these protocols don't support migration, or not well, so this is going to be a long-term goal.
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title: "Local-First Software"
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<h1 class="p-name">Local-First Software</h1>
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<p>48 words, ~0 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<details><summary>Referenced by:</summary><a href="/garden/orchard/index.md">Orchard</a></details>
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Software that is designed to operate fully offline, that can sync when connected to other clients. This means giving users ownership over their data while still allowing for collaboration.
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Find a bunch of resources explaining the concept, how to implement it, and some examples at https://localfirstweb.dev/
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## Tech Stack
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## Tech Stack
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The client will be a matrix client that stores all the messages locally. It'll use [Fedi v2](/garden/fedi-v2/index.md) to store the messages and other data, making the whole app [Local-First Software](undefined). The rest of the app will be a web-based UI, using [Neutralino.js](https://neutralino.js.org/) or an alternative.
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The client will be a matrix client that stores all the messages locally. It'll use [Fedi v2](/garden/fedi-v2/index.md) to store the messages and other data, making the whole app [Local-First Software](/garden/local-first-software/index.md). The rest of the app will be a web-based UI, using [Neutralino.js](https://neutralino.js.org/) or an alternative.
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Actually, [tauri](https://v2.tauri.app/) apparently doesn't require rust per-say, and has things like mobile support and a better dev experience.
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Actually, [tauri](https://v2.tauri.app/) apparently doesn't require rust per-say, and has things like mobile support and a better dev experience.
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These constructs form a complex web, where any specific construct is only useful in the context of the web it is both a part of and dependent on. For example, knowing what a "bakery" is depends on the concept of a store, which depends on the concept of a building, and which depends on the concept of a structure. And this is just one path we could've taken - we could've alternatively explored bread or employees or shopping, and so on.
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These constructs form a complex web, where any specific construct is only useful in the context of the web it is both a part of and dependent on. For example, knowing what a "bakery" is depends on the concept of a store, which depends on the concept of a building, and which depends on the concept of a structure. And this is just one path we could've taken - we could've alternatively explored bread or employees or shopping, and so on.
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Ultimately, constructs are supposed to be useful. They allow us to communicate, understand, and exist within our society. One without any constructs would be impossible to do anything in. But these constructs also gained a lot of meanings during times of oppressive forces taking over the world, and can seriously harm people, particularly with concepts like [gender](undefined). In the same way these constructs allow us to understand the world around us, they can also mold us to fit those definitions. That's my real motive behind this page - to help recognize these constructs, analyze their utility, and ultimately decide if they're a construct worth continued support.
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Ultimately, constructs are supposed to be useful. They allow us to communicate, understand, and exist within our society. One without any constructs would be impossible to do anything in. But these constructs also gained a lot of meanings during times of oppressive forces taking over the world, and can seriously harm people, particularly with concepts like [Gender](/garden/gender/index.md). In the same way these constructs allow us to understand the world around us, they can also mold us to fit those definitions. That's my real motive behind this page - to help recognize these constructs, analyze their utility, and ultimately decide if they're a construct worth continued support.
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Some social constructs may seem to have straightforward definitions, but there is nuance and caveats that are still exclusively defined through social means. Take soup, for example. Oxford describes it as "a liquid dish, typically made by boiling meat, fish, or vegetables, etc. in stock or water". Well first off, that "typically" is already a concession that there are some traits that seem common, but not necessary to the definition. Is a bowl of cereal and milk considered soup? How liquid does the base have to be - would spaghetti Os count? And perhaps even a "liquid dish" is a murky requirement itself; let's talk about a game called [Something something soup something](https://soup.gua-le-ni.com/), which uses gameplay of deciding which of various weird maybe-soups actually counts as soup. Their goal is to reveal through gameplay that "that even an ordinary concept like 'soup' is vague, shifting, impossible to define exhaustively". They released an analysis of results from what people typically considered requirements for "soupyness", and found nearly a third of participants (from focus groups and tracked players) accepted solids like rocks or ice cubes as viable bases for a soup. The oxford definition didn't mention container or utensil used for consuming soup, but the game found 25% of their focus group and 10% of their players considered the container being bowl-like or the utensil spoon-like as important. The point is that these definitions are subjective and learned socially, and thus have blurred edges that can change over time - you won't be able to find a complete definition in any dictionary. And don't even get me _started_ on what a [sandwich](https://cuberule.com/) is!
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Some social constructs may seem to have straightforward definitions, but there is nuance and caveats that are still exclusively defined through social means. Take soup, for example. Oxford describes it as "a liquid dish, typically made by boiling meat, fish, or vegetables, etc. in stock or water". Well first off, that "typically" is already a concession that there are some traits that seem common, but not necessary to the definition. Is a bowl of cereal and milk considered soup? How liquid does the base have to be - would spaghetti Os count? And perhaps even a "liquid dish" is a murky requirement itself; let's talk about a game called [Something something soup something](https://soup.gua-le-ni.com/), which uses gameplay of deciding which of various weird maybe-soups actually counts as soup. Their goal is to reveal through gameplay that "that even an ordinary concept like 'soup' is vague, shifting, impossible to define exhaustively". They released an analysis of results from what people typically considered requirements for "soupyness", and found nearly a third of participants (from focus groups and tracked players) accepted solids like rocks or ice cubes as viable bases for a soup. The oxford definition didn't mention container or utensil used for consuming soup, but the game found 25% of their focus group and 10% of their players considered the container being bowl-like or the utensil spoon-like as important. The point is that these definitions are subjective and learned socially, and thus have blurred edges that can change over time - you won't be able to find a complete definition in any dictionary. And don't even get me _started_ on what a [sandwich](https://cuberule.com/) is!
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<p>57 words, ~0 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<p>57 words, ~0 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
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<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/now/index">/now</a><a href="/garden/orchard/index.md">Orchard</a><a href="/garden/social-constructs/index.md">Social Constructs</a><a href="/garden/social-media/index.md">Social Media</a></details>
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<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/garden/social-media/index.md">Social Media</a></details>
|
||||||
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|
||||||
Refers to reblogging (and re-hosting, sometimes) of someone else's content on your own site
|
Refers to reblogging (and re-hosting, sometimes) of someone else's content on your own site
|
||||||
|
|
||||||
|
|
|
@ -14,6 +14,6 @@ const pageData = useData();
|
||||||
<p>14 words, ~0 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
|
<p>14 words, ~0 minute read. <span v-html="data[`site/${pageData.page.value.relativePath}`]" /></p>
|
||||||
<hr/>
|
<hr/>
|
||||||
|
|
||||||
<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/now/index">/now</a><a href="/garden/orchard/index.md">Orchard</a><a href="/garden/social-constructs/index.md">Social Constructs</a><a href="/garden/social-media/index.md">Social Media</a></details>
|
<details><summary>Referenced by:</summary><a href="/garden/incremental-social/index.md">Incremental Social</a><a href="/garden/kronos/index.md">Kronos</a><a href="/garden/social-media/index.md">Social Media</a></details>
|
||||||
|
|
||||||
A proposal I want to write for posting signed content on your [IndieWeb](/garden/the-small-web/index.md) website
|
A proposal I want to write for posting signed content on your [IndieWeb](/garden/the-small-web/index.md) website
|
||||||
|
|
|
@ -30,7 +30,7 @@ I'd like to make it host an iroh node for hosting agentic fediverse content, man
|
||||||
|
|
||||||
## Chromatic Lattice
|
## Chromatic Lattice
|
||||||
|
|
||||||
I'm working on a multiplayer incremental game called [Chromatic Lattice](/garden/chromatic-lattice/index.md) . It's still largely in the concept phase, and may even be built on the [Agentic fediverse](undefined).
|
I'm working on a multiplayer incremental game called [Chromatic Lattice](/garden/chromatic-lattice/index.md) . It's still largely in the concept phase, and may even be built on the [Agentic Fediverse](/garden/fedi-v2/index.md).
|
||||||
|
|
||||||
## Kronos
|
## Kronos
|
||||||
|
|
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|
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Reference in a new issue