From 6f6dd3f8db606afda1418a5de481458b7abec712 Mon Sep 17 00:00:00 2001 From: thepaperpilot Date: Thu, 12 Dec 2024 06:50:13 -0600 Subject: [PATCH] Update content and block links having extra parens --- Garden | 2 +- build_garden.js | 4 ++-- site/garden/decentralized-moderation/index.md | 8 ++++---- site/garden/digital-locality/index.md | 2 +- site/garden/gender/index.md | 2 +- .../appeal-to-developers/index.md | 2 +- .../appeal-to-players/index.md | 8 ++++---- site/garden/guide-to-incrementals/index.md | 2 +- .../what-is-content/index.md | 2 +- site/garden/leftism/index.md | 4 +++- site/garden/no-politics-rules/index.md | 4 ++-- site/garden/political-quizzes/index.md | 16 ++++++++++++++-- 12 files changed, 35 insertions(+), 21 deletions(-) diff --git a/Garden b/Garden index 28a9c139b..c519bc8a6 160000 --- a/Garden +++ b/Garden @@ -1 +1 @@ -Subproject commit 28a9c139b3a7f85c20c52298847725b176e783ca +Subproject commit c519bc8a6ae03a53f37ac9c7465187626bba4b8f diff --git a/build_garden.js b/build_garden.js index 0f97871f9..6eec903aa 100644 --- a/build_garden.js +++ b/build_garden.js @@ -163,11 +163,11 @@ function moveImportStatementUp(filePath, times = 1) { // Fix logseq block links data = data.replaceAll( /logseq:\/\/graph\/Garden\?block-id=([^\)]*)/g, - (_, block) => `${blockLinks[block]})`); + (_, block) => `${blockLinks[block]}`); // Fix logseq page links data = data.replaceAll( /logseq:\/\/graph\/Garden\?page=([^\)]*)/g, - (_, page) => `${pageLinks[page.replaceAll('%20', ' ')]})`); + (_, page) => `${pageLinks[page.replaceAll('%20', ' ')]}`); // Wrap images data = data.replaceAll( /!\[([^\]]*)\]\(([^\)]*)\)/g, diff --git a/site/garden/decentralized-moderation/index.md b/site/garden/decentralized-moderation/index.md index 92a49bde4..c2bdca297 100644 --- a/site/garden/decentralized-moderation/index.md +++ b/site/garden/decentralized-moderation/index.md @@ -11,7 +11,7 @@ import { useData } from 'vitepress'; const pageData = useData();

Decentralized Moderation

-

661 words, ~4 minute read.

+

748 words, ~4 minute read.


Referenced by:"No Politics" RulesDecentralized Social MediaDigital LocalityFedi v2ModerationVirality
@@ -30,11 +30,11 @@ For specifically tackling the problem of keeping fascism out of a community, I r [ATProto](/garden/atproto/index.md) designed a system of labelers that anyone can create and follow. Labeling services mark accounts or posts as NSFW, gore, etc. These will cause the post to either be hidden entirely or obscured until the user clicks through a warning. These labelers can be configured by the app designer or the user themselves. The labelers can be linked to reporting services or setup to label based on arbitrary criteria, such as sending each reported post to an LLM for judgement. -I have several concerns with this system. Firstly, these labelers are likely to accumulate influence as the popular ones get used more and thus become more popular. This centralizes power. +I have several concerns with this system. Firstly, these labelers are likely to accumulate influence as the popular ones get used more and thus become more popular. This centralizes power. Also, sites like clearsky just show a list of lists a user has been placed on. If a list has strong language not backed up by rigorous verification, for example a list that claims to only contain pedophiles that in practice is just people the list creator dislikes, it will unjustly mar people's reputation. -The second concern is with malicious labelers. If a labeler decides to create a list of people known to be a member of a specific marginalized community, there's little to no action anyone can do to stop it. +The second concern is with malicious labelers. If a labeler decides to create a list of people known to be a member of a specific marginalized community, there's little to no action anyone can do to stop it. While such lists can be used to help members of that community find each other, it can absolutely be used maliciously, effectively allowing -phobes to share a public target list with impunity. -Lastly, this is moderation through the use of blocklists. This isn't inherently bad, but it's a double edged sword, as I discuss [here](/garden/moderation/index.md#674531bb-952c-4346-8f0d-febf15e24879)). +Lastly, this is moderation through the use of blocklists. This isn't inherently bad, but it's a double edged sword, as I discuss [here](/garden/moderation/index.md#674531bb-952c-4346-8f0d-febf15e24879). ### Network of vouches diff --git a/site/garden/digital-locality/index.md b/site/garden/digital-locality/index.md index 8383d2dd3..a5d445b11 100644 --- a/site/garden/digital-locality/index.md +++ b/site/garden/digital-locality/index.md @@ -66,7 +66,7 @@ There's an issue here, though. I'm not describing a new medium here. The unique ### Avoiding [Filter Bubbles](/garden/filter-bubbles/index.md) (or Echo Chambers) -An anticipated argument against what I'm describing here is that it would encourage the creation of filter bubbles. But I'd like to counter that argument by saying you're tackling the wrong issue, and that filter bubbles are typically innocuous and abolishing them would be actively harmful to marginalized communities. Indeed, I think digital locality would help fight against a lot of the root problems that are often attributes to echo chambers, as I describe on the [Filter Bubbles](/garden/filter-bubbles/index.md) page . +An anticipated argument against what I'm describing here is that it would encourage the creation of filter bubbles. But I'd like to counter that argument by saying you're tackling the wrong issue, and that filter bubbles are typically innocuous and abolishing them would be actively harmful to marginalized communities. Indeed, I think digital locality would help fight against a lot of the root problems that are often attributed to echo chambers, as I describe on the [Filter Bubbles](/garden/filter-bubbles/index.md) page. ## Influences diff --git a/site/garden/gender/index.md b/site/garden/gender/index.md index 119570d76..2de0b9497 100644 --- a/site/garden/gender/index.md +++ b/site/garden/gender/index.md @@ -17,7 +17,7 @@ const pageData = useData();
Referenced by:Gender PerformativitySocial ConstructsTrans athletes in sports
-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). +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). Gender is a very sensitive topic, especially as people's identities are constantly under attack within the west. I'd like to make it explicitly clear I support any and all gender identities, and re-affirm that just because something is a construct does _not_ mean its bad or useless. It just means society has decided to give it meaning, and I think gender will be very meaningful to people for a very very long time. These frameworks used for analyzing it and determining its utility are some nice philosophical exercises, but above all it should be clear any political goal should be to eliminate discrimination against marginalized peoples. diff --git a/site/garden/guide-to-incrementals/appeal-to-developers/index.md b/site/garden/guide-to-incrementals/appeal-to-developers/index.md index f4bfd84ae..09bbef17e 100644 --- a/site/garden/guide-to-incrementals/appeal-to-developers/index.md +++ b/site/garden/guide-to-incrementals/appeal-to-developers/index.md @@ -36,6 +36,6 @@ Having your games be played can be incredibly motivating, and the community make ## Monetization -I'd like to clarify that everything I've said above mainly applies to _web-based incrementals_. Incremental games are also _incredibly_ popular on mobile, but with a much different culture and community. Many mobile gamers will still participate in the web-focused community _for_ the culture. This web-focused community has a culture that has been criticized for being "anti-monetization". Ads, IAPs, and similar forms of monetization are often criticized, mainly due to the abundance of completely non-monetized games available from hobbyist developers. There are exceptions, like paid games often being considered fine, like Increlution or Stuck in Time, or donation ware games like kittens game, but even popular games that have IAP see some level of regular criticism, like NGU Idle, Idle Skilling, or Idle Pins. A large part of this can be explained by the community being hyper-aware of the [addictive](/garden/guide-to-incrementals/appeal-to-players/index.md#665ceed1-72a9-49f2-9215-dd690f89aee3)) nature of this genre and its susceptibility to exploiting players. +I'd like to clarify that everything I've said above mainly applies to _web-based incrementals_. Incremental games are also _incredibly_ popular on mobile, but with a much different culture and community. Many mobile gamers will still participate in the web-focused community _for_ the culture. This web-focused community has a culture that has been criticized for being "anti-monetization". Ads, IAPs, and similar forms of monetization are often criticized, mainly due to the abundance of completely non-monetized games available from hobbyist developers. There are exceptions, like paid games often being considered fine, like Increlution or Stuck in Time, or donation ware games like kittens game, but even popular games that have IAP see some level of regular criticism, like NGU Idle, Idle Skilling, or Idle Pins. A large part of this can be explained by the community being hyper-aware of the [addictive](/garden/guide-to-incrementals/appeal-to-players/index.md#665ceed1-72a9-49f2-9215-dd690f89aee3) nature of this genre and its susceptibility to exploiting players. On mobile, however, monetization is the norm and expected. If an incremental game is available on mobile, it almost _certainly_ will be monetized, and mobile players are aware and accepting of that. Mobile incremental games, due to their addictive nature, tend to make a _lot_ of money. It's very lucrative, and therefore these games are quite abundant on mobile storefronts. \ No newline at end of file diff --git a/site/garden/guide-to-incrementals/appeal-to-players/index.md b/site/garden/guide-to-incrementals/appeal-to-players/index.md index 6d29da778..1aa4b53ac 100644 --- a/site/garden/guide-to-incrementals/appeal-to-players/index.md +++ b/site/garden/guide-to-incrementals/appeal-to-players/index.md @@ -20,7 +20,7 @@ This is something that has been discussed and analyzed by many people, and to so ## Numbers Going Up -This is a very common response to why people enjoy incremental games, although it's not one I find compels me personally, and I suspect it might be a stand-in for [progression](/garden/guide-to-incrementals/appeal-to-players/index.md#665ceed1-704e-4cd0-8263-9a1756b09f4a)) or [Guide to Incrementals/What is Content?](/garden/guide-to-incrementals/what-is-content/index.md). But reportedly, some people do just like _seeing_ big numbers. I must reiterate I suspect the actual cause is seeing big numbers _in context_ though - if you start at 1e1000 of a currency and get to 1e1001, that isn't going to feel as satisfying as going from 1e10 to 1e100, and in any case, I don't think a button that just adds a zero to your number will feel quite satisfying - I believe its the sense of having made progress, and comparing where you are to where you started and feeling like you've earned your way here that is enjoyable. +This is a very common response to why people enjoy incremental games, although it's not one I find compels me personally, and I suspect it might be a stand-in for [progression](/garden/guide-to-incrementals/appeal-to-players/index.md#665ceed1-704e-4cd0-8263-9a1756b09f4a) or [Guide to Incrementals/What is Content?](/garden/guide-to-incrementals/what-is-content/index.md). But reportedly, some people do just like _seeing_ big numbers. I must reiterate I suspect the actual cause is seeing big numbers _in context_ though - if you start at 1e1000 of a currency and get to 1e1001, that isn't going to feel as satisfying as going from 1e10 to 1e100, and in any case, I don't think a button that just adds a zero to your number will feel quite satisfying - I believe its the sense of having made progress, and comparing where you are to where you started and feeling like you've earned your way here that is enjoyable.

Progression

@@ -36,7 +36,7 @@ If you look at the higher-level play of most games, you'll see them perform diff

Addiction

-A lot of these reasons for why incremental games appeal may have reminded you of why _gambling_ appeals to people, particularly those prone to addiction. Indeed, incremental games are quite often criticized for their similarity to a [skinner box](https://www.youtube.com/watch?v=tWtvrPTbQ_c). Some have gone as far as to say incremental games as a genre are commenting that [all games are skinner boxes](/garden/guide-to-incrementals/defining-the-genre/index.md#665cea25-b1e5-40bc-8c82-2296982ce1d1)). The argument goes that some games are not fun, but rather condition players into continuing to play without actually getting anything from the experience. When tied to real-world money this is seen as predatory, and to a lesser extent, even free games may be feeding the addictive sides of people and making them more prone to seek out gambling or micro-transaction heavy games. +A lot of these reasons for why incremental games appeal may have reminded you of why _gambling_ appeals to people, particularly those prone to addiction. Indeed, incremental games are quite often criticized for their similarity to a [skinner box](https://www.youtube.com/watch?v=tWtvrPTbQ_c). Some have gone as far as to say incremental games as a genre are commenting that [all games are skinner boxes](/garden/guide-to-incrementals/defining-the-genre/index.md#665cea25-b1e5-40bc-8c82-2296982ce1d1). The argument goes that some games are not fun, but rather condition players into continuing to play without actually getting anything from the experience. When tied to real-world money this is seen as predatory, and to a lesser extent, even free games may be feeding the addictive sides of people and making them more prone to seek out gambling or micro-transaction heavy games. > While incremental games can be fun and even healthy in certain contexts, they can exacerbate video game addiction more than other genres. If you feel like playing incremental games is taking priority over other things in your life, or manipulating your sleep schedule, it may be prudent to seek help. See [r/StopGaming](https://www.reddit.com/r/StopGaming) for resources. @@ -44,7 +44,7 @@ Since incremental games are often built on extrinsic motivations in the form of ## Strategy -Incremental games could be considered a subset of [strategy games](/garden/guide-to-incrementals/defining-the-genre/index.md#665cea25-437a-49a4-8445-00422fb9ded1)), and inherit the appeals of strategy games. This includes the appeal of feeling like you've found a good solution to a puzzle, or that you're learning more about the game and are improving at making decisions within it. +Incremental games could be considered a subset of [strategy games](/garden/guide-to-incrementals/defining-the-genre/index.md#665cea25-437a-49a4-8445-00422fb9ded1), and inherit the appeals of strategy games. This includes the appeal of feeling like you've found a good solution to a puzzle, or that you're learning more about the game and are improving at making decisions within it. Note that strategy games are not all the same difficulty, as well. Cookie Clicker is probably easier than Starcraft 2 (although late game may beg to differ). Plenty of incremental games can be used as evidence that "easier" strategies may have their separate appeal to harder strategy games - players like to feel smart and that they figured the game out and have optimized or mastered it, and the game being easier doesn't detract from that sense of accomplishment as much as it allows more and more users to be able to reach the point where they gain that sense. @@ -66,6 +66,6 @@ To bring the conversation back to incrementals, I'm _incredibly_ opinionated on The discussion of whether video games are art has resulted in a pretty universal "yes, they are", but with some games the argument may still crop up. The reason why Incremental games are sometimes questioned is due to their perceived lack of complexity. However, even setting aside the fact that if players are having fun then it's not time wasted, I think games can have artistic merit that supersedes the necessity of having (any / engaging / "deep") gameplay. Incremental games are no less legitimate of a game or the "art" label because of any lack perceived lack of depth. For what it's worth, most art can be consumed with more ease than any video game - any painting, movie, sculpture, etc. -A lot of incrementals have a narrative context that can similarly qualify them as art. Cookie Clicker is, as has been pointed out numerous times before, commenting on excess and increasing production beyond any reasonable limits - devolving into increasing production for its own sake. Indeed, a lot of incremental games are written to comment upon various concepts like capitalism or tropes in games, as discussed when [defining Incrementals](/garden/guide-to-incrementals/defining-the-genre/index.md#665cea25-b1e5-40bc-8c82-2296982ce1d1)). However, I'd like to argue _most_ incremental games are still art, even without any narrative context. "Art" as a concept is pretty nebulous already, but I personally like those who define it as an act of expression more than any physical result. The creator and the context within which they created the art, and any meaning they put into it, are all relevant and a part of the art itself. Most incremental games have artistic merit from things like _why_ the creator made it, why they chose to make it an incremental game, and why they made any particular design decision. Hell, even if you play through an entire incremental game without a single thought or feeling, that very fact it elicited nothing can itself be artistic merit! +A lot of incrementals have a narrative context that can similarly qualify them as art. Cookie Clicker is, as has been pointed out numerous times before, commenting on excess and increasing production beyond any reasonable limits - devolving into increasing production for its own sake. Indeed, a lot of incremental games are written to comment upon various concepts like capitalism or tropes in games, as discussed when [defining Incrementals](/garden/guide-to-incrementals/defining-the-genre/index.md#665cea25-b1e5-40bc-8c82-2296982ce1d1). However, I'd like to argue _most_ incremental games are still art, even without any narrative context. "Art" as a concept is pretty nebulous already, but I personally like those who define it as an act of expression more than any physical result. The creator and the context within which they created the art, and any meaning they put into it, are all relevant and a part of the art itself. Most incremental games have artistic merit from things like _why_ the creator made it, why they chose to make it an incremental game, and why they made any particular design decision. Hell, even if you play through an entire incremental game without a single thought or feeling, that very fact it elicited nothing can itself be artistic merit! I'm not an art major, and I may be taking a somewhat extreme take on what is art and what has artistic merit, but I'd argue the overall point stands that games, and incremental games specifically, _can_ have artistic merit, which appeals to many gamers. \ No newline at end of file diff --git a/site/garden/guide-to-incrementals/index.md b/site/garden/guide-to-incrementals/index.md index 415d87c4b..136d49414 100644 --- a/site/garden/guide-to-incrementals/index.md +++ b/site/garden/guide-to-incrementals/index.md @@ -22,7 +22,7 @@ This is a comprehensive guide to Incremental Games, a genre of video games. It w ## Why am I making this? -That's a good question! What authority do I have to be making this guide? I haven't made the best incremental games, nor the most incremental games, certainly not the most popular ones either. But I do have some formal education in game development, know a lot of incremental game devs (as well as other game devs), and have a passionate interest in ludology, classifying genres, etc. I've also made [a couple of incremental games](/garden/my-projects/index.md)) myself. +That's a good question! What authority do I have to be making this guide? I haven't made the best incremental games, nor the most incremental games, certainly not the most popular ones either. But I do have some formal education in game development, know a lot of incremental game devs (as well as other game devs), and have a passionate interest in ludology, classifying genres, etc. I've also made [a couple of incremental games](/garden/my-projects/index.md) myself. If you have any additional questions about my credentials or anything on this site, feel free to reach out! diff --git a/site/garden/guide-to-incrementals/what-is-content/index.md b/site/garden/guide-to-incrementals/what-is-content/index.md index 317876c92..7571e8c88 100644 --- a/site/garden/guide-to-incrementals/what-is-content/index.md +++ b/site/garden/guide-to-incrementals/what-is-content/index.md @@ -30,7 +30,7 @@ Let's take a look at the opposite end of the spectrum - interaction that is so f ### Repeatable Purchases -Imagine an entity in a game that you can purchase multiple times, each time it performs the same thing but for a higher cost. These are incredibly common, from the buildings in [cookie clicker](https://orteil.dashnet.org/cookieclicker/) to the units in [swarm sim](https://www.swarmsim.com/) to the IP and EP multipliers in [antimatter dimensions](https://ivark.github.io/). However, how much content is each specific purchase? Is it content beyond the first purchase? Does it have diminishing returns? What if you are oscillating between two different repeatable purchases? How much content is lost when you [automate](/garden/guide-to-incrementals/what-is-content/index.md#665cf570-e3d3-48f6-9fde-aa94e68a8682)) away a repeatable purchase? +Imagine an entity in a game that you can purchase multiple times, each time it performs the same thing but for a higher cost. These are incredibly common, from the buildings in [cookie clicker](https://orteil.dashnet.org/cookieclicker/) to the units in [swarm sim](https://www.swarmsim.com/) to the IP and EP multipliers in [antimatter dimensions](https://ivark.github.io/). However, how much content is each specific purchase? Is it content beyond the first purchase? Does it have diminishing returns? What if you are oscillating between two different repeatable purchases? How much content is lost when you [automate](/garden/guide-to-incrementals/what-is-content/index.md#665cf570-e3d3-48f6-9fde-aa94e68a8682) away a repeatable purchase? I don't want to take too harsh a stance against repeatable purchases. They're useful tools and can be used in a myriad of interesting ways. I feel they do become "stale" or less meaningful content over time, and this happens exponentially quickly the more frequently it can be purchased. A classic example that I believe goes too far is the IP/EP multipliers in Antimatter Dimensions. I would go as far as to say they are a chore and do not provide any meaningful content after you've bought them a couple of times. It's a method for inflating numbers (effectively making every OOM a 5x step instead of 10x), that punishes the player progression-wise whenever they forget to max it again, and eventually gets automated away as a _reward_ to the player for making enough progress. diff --git a/site/garden/leftism/index.md b/site/garden/leftism/index.md index db0ee7667..19bdca7e7 100644 --- a/site/garden/leftism/index.md +++ b/site/garden/leftism/index.md @@ -12,7 +12,7 @@ import { useData } from 'vitepress'; const pageData = useData();

Leftism

-

1794 words, ~10 minute read.

+

1864 words, ~10 minute read.


Referenced by:DebateFilter BubblesMy Political BeliefsMy Political Journey
@@ -91,6 +91,8 @@ The status quo creates an aligning force for similar ideologies, and makes any i Marxist-Leninists advocate for a concept called democratic centralism to combat infighting. It mandates unity of action while allowing for internal debate and discussion. It's particularly useful and relevant for a vanguard party to ensure it is clear who has taken power following a revolution, rather than creating a power vacuum that can be exploited by imperialist powers. However, critics argue democratic centralism can stifle dissent and foster authoritarianism. +Also, you may have gotten the impression there are just a handful of leftist ideologies based on this document, so I want to clarify that there are a _ton_. It would take a very long time to learn about the differences of each one, and I'm not an expert, but I'll recommend [this video](https://www.youtube.com/watch?v=zICHHhalRFI) as a nice introduction to many of these differences in a very digestible way. + ## Moving Forward As I describe in [A Plea to Organize](/garden/a-plea-to-organize/index.md), despite differences between the different ideologies, my advice is still the same: **Organize!** Join local communities, regardless of affiliation, and support leftism and the community. Mutual aid efforts are particularly helpful and can be found on [Mutual Aid Hub](https://www.mutualaidhub.org/). diff --git a/site/garden/no-politics-rules/index.md b/site/garden/no-politics-rules/index.md index bd1146bb5..d340f08cc 100644 --- a/site/garden/no-politics-rules/index.md +++ b/site/garden/no-politics-rules/index.md @@ -12,7 +12,7 @@ import { useData } from 'vitepress'; const pageData = useData();

"No Politics" Rules

-

960 words, ~5 minute read.

+

985 words, ~5 minute read.


Referenced by:Incremental SocialKronos
@@ -53,7 +53,7 @@ Moderators may also introduce their own biases, so even if you don't believe the Needless to say, all communities are different and there's no "one size fits all" solution. That said, I think every rule of this list should apply to any and all communities: > 1. _Be kind to each other_. Intolerance is prohibited and will be met with decisive action. -And that's it! That's the one rule that should fully encapsulate all the forms of speech you don't want in your community, without upholding existing power structures like capitalism, patriarchy, or white supremacy. It's simple, and certainly not novel, but it's all you need. It's similarity to the golden rule should be noted, as essentially every culture in the world has arrived at essentially the same conclusion, that this rule is of the upmost importance. +And that's it! That's the one rule that should fully encapsulate all the forms of speech you don't want in your community, without upholding existing power structures like capitalism, patriarchy, or white supremacy. It's simple, and certainly not novel, but it's all you need. It's similarity to the golden rule should be noted, as essentially every culture in the world has arrived at essentially the same conclusion, that this rule is of the upmost importance. In fact, most servers already have a similar rule! The issue is just that they'll then have an unnecessary "no politics" rule alongside it. Decisive action, in this context, should probably mean muting or banning. Intolerance is very important to keep out of the community. You do not owe the person your time and effort for rehabilitation, and your community does not need to risk their own members' safety giving the benefit of the doubt. diff --git a/site/garden/political-quizzes/index.md b/site/garden/political-quizzes/index.md index 521594b7e..a8a9b4391 100644 --- a/site/garden/political-quizzes/index.md +++ b/site/garden/political-quizzes/index.md @@ -11,7 +11,7 @@ import { useData } from 'vitepress'; const pageData = useData();

Political Quizzes

-

841 words, ~5 minute read.

+

1007 words, ~6 minute read.


Political quizzes are a bit of a guilty pleasure of mine. I really enjoy getting my beliefs distilled into a handful of labels, and getting forced to think about issues I may not have thought about that thoroughly. I often take issue with the wording of various questions though, and certainly have opinions on some quizzes being better than others. @@ -56,10 +56,22 @@ I took the [4Orbs](https://theghostofinky.github.io/4orbs/index.html) quiz on 20 I like that this quiz gives live feedback, as it helped me introspect on the differences between my self-reported positions versus positions political quizzes assign me (for example, I usually think I'm way closer to anarchist than these tests usually put me, although funnily enough this quiz probably gave me one of the strongest anarchist score of any test I've taken). I also like that the creator is an anarchist themselves, which is likely uncommon across political quiz writers. I also felt like a lot of the questions were phrased in quite interesting ways. -I took the [spekr](https://jarick.works/spekr/) quiz on 2023-05-17: +I took the [spekr](https://jarick.works/spekr/) quiz on 2024-12-3: + +
+ +I'd previously taken it on 2023-05-17, where I was significantly closer to the center:
+# MultiPolarValues + +This quiz is quite interesting, with a vertical axis that seems to be revolutionaries on the top and reformists on the bottom, or perhaps anti-statists on the top and statists on the bottom. It seems to have placed anarchists and communists in the top left since they show communism but anarchists would certainly also lean left, with top right being presumably anarcho-capitalists due to them being economically right, but the chaos symbol is a bit confusing. The bottom sections are both identified by reformist parties, democratic socialism and Democrats/Republicans, respectively. Besides the confusion over what the vertical axis represents, I liked the quiz and it was interesting getting results in the far left edge, which doesn't happen in most quizzes. + +I took the [test](https://multipolarist.github.io/MultipolarValues.github.io/) on 2024-12-3 and got: + +
+ # isidewith I really didn't like this quiz. I think its overly-constrained to the range of discussion considered politically viable in America, and therefore didn't ask any questions about abolishing the state or replacing corporations with worker's co-operatives. I disagree with my results here moreso than any other political quiz I've taken.