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@ -3,6 +3,8 @@ public: "true"
slug: "activitypub"
tags: [Decentralized]
title: "ActivityPub"
prev: false
next: false
---
# ActivityPub

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slug: "advent-incremental"
tags: [My Projects, Profectus]
title: "Advent Incremental"
prev: false
next: false
---
# Advent Incremental

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@ -4,6 +4,8 @@ public: "true"
slug: "atproto"
tags: [Decentralized]
title: "ATProto"
prev: false
next: false
---
# ATProto

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@ -3,6 +3,8 @@ public: "true"
slug: "babble-buds"
tags: [My Projects]
title: "Babble Buds"
prev: false
next: false
---
# Babble Buds

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@ -3,6 +3,8 @@ public: "true"
slug: "capture-the-citadel"
tags: [My Projects]
title: "Capture the Citadel"
prev: false
next: false
---
# Capture the Citadel

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public: "true"
slug: "chat-glue"
title: "Chat Glue"
prev: false
next: false
---
# Chat Glue

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public: "true"
slug: "chronological"
title: "Chronological"
prev: false
next: false
---
# Chronological

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public: "true"
slug: "cinny"
title: "Cinny"
prev: false
next: false
---
# Cinny

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public: "true"
slug: "commune"
title: "Commune"
prev: false
next: false
---
# Commune

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@ -3,6 +3,8 @@ alias: "Federated"
public: "true"
slug: "decentralized"
title: "Decentralized"
prev: false
next: false
---
# Decentralized

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slug: "dice-armor"
tags: [My Projects]
title: "Dice Armor"
prev: false
next: false
---
# Dice Armor

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@ -3,6 +3,8 @@ alias: "Digital Garden, Second Brain, Personal Knowledge Management, The Zettelk
public: "true"
slug: "digital-gardens"
title: "Digital Gardens"
prev: false
next: false
---
# Digital Gardens

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@ -3,6 +3,8 @@ public: "true"
slug: "federated-identity"
tags: [Decentralized]
title: "Federated Identity"
prev: false
next: false
---
# Federated Identity

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public: "true"
slug: "fedi-v2"
title: "Fedi v2"
prev: false
next: false
---
# Fedi v2
@ -9,7 +11,7 @@ title: "Fedi v2"
My take on a theoretical successor to federated [Social Media](/garden/social-media/index.md)
Inspiration:
## Inspiration
- [A Plan for Social Media - Rethinking Federation](https://raphael.lullis.net/a-plan-for-social-media-less-fedi-more-webby/)
- This article doesn't address many implementation details:
- If the server is a relay, can content not be viewed anonymously?
@ -26,16 +28,32 @@ Inspiration:
[Weird](/garden/weird/index.md) may eventually move in the direction of implementing something like this
- [Next Gen Federation on Iroh: Graph Data & Linked Documents Layers](https://github.com/commune-os/weird/discussions/32)
[Federated Identity](/garden/federated-identity/index.md)
## [Federated Identity](/garden/federated-identity/index.md)
- Private and public keys anyone can create and store how they want
- Fully free to create and store with no server dependencies
- Profile information
- Sent as a signed message through all the relays
- How would you trust a username?
- [Petnames](https://spritely.institute/static/papers/petnames.html) could be used to display human readable names via contacts or decentralized "naming hubs"
- In most conversations online, you can trust their display name and add them as a contact as that display name
- You only need to verify they are the same person you interacted with previously
- You only need to trust people you want to send money to or otherwise "important identities"
- For important identities, you can trust your contacts forming a chain of trust, or a authoritative naming hub
- E.g. a white house ran naming hub that verifies the identities of the president and people of Congress
- People typically wouldn't reach out to a naming hub, as it's not typically necessary
- Contacts supercede naming hubs, so if a naming hub is breached, anyone I've previously added as a contact is still the source of truth
- This only fails if the private key itself was breached
- I'm just thepaperpilot, my display name. For most online communication, this is sufficient
- My website can have a nameserver saying this publickey is the same as the site owner
- If I write a paper at a scientific journal, they can say the author of x paper is my publickey
- How to handle losing your private key
- If you do have a naming hub you can verify with, they can say the identity has a new publickey
- Contacts can "vouch" for a identity having a new publickey
- Clients can decide to trust the new publickey based on contacts and naming hubs saying to
- Also applies to stolen or compromised keys
- I believe [Iroh](https://iroh.computer) works this way
Servers
## Servers
- Act as relays, merely storing messages and sending them to any clients or servers that have subscribed
- May decide to publicly display messages its received
- These servers are how discovery would work
@ -50,7 +68,7 @@ Servers
- Any replies to a message created with a specific poster ID
- Shallow subscriptions, to lighten the load when subscribing to communities
Content
## Content
- Protocol should dictate how to convey text, image, audio, video, and binary content
- Protocol should include reacting to content with arbitrary text, including a URL
- Upvotes and downvotes are implemented with this system
@ -66,7 +84,7 @@ Content
- Subscribing to a community is just subscribing to that message
- The original message creator effectively owns the group
Moderation
## Moderation
- In general, edits and delete requests are made by replying with a specially flagged message
- Edit and deletion messages are ignored unless they have the correct public key and signature
- Parent messages form a hierarchy of permission - if someone replies to your message, you can send a delete request for that message
@ -80,7 +98,7 @@ Moderation
- Clients can also choose to add additional rules for hiding content, such as any reports by followed users
- Perhaps delete messages pull double duty as public reports in and of themselves?
Problems to solve
## Problems to solve
- No anonymity
- All upvotes, downvotes, etc. are linked to your public key
- Perhaps a client could generate new keypairs for every action for anonymity, but then it'd be hard to determine if such an account and action was a genuine user or a bot

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slug: "fediverse"
tags: [Decentralized]
title: "Fediverse"
prev: false
next: false
---
# Fediverse

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public: "true"
slug: "forgejo"
title: "Forgejo"
prev: false
next: false
---
# Forgejo

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public: "true"
slug: "freeform-vs-chronological-dichotomy"
title: "Freeform vs Chronological Dichotomy"
prev: false
next: false
---
# Freeform vs Chronological Dichotomy

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public: "true"
slug: "freeform"
title: "Freeform"
prev: false
next: false
---
# Freeform

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slug: "game-dev-tree"
tags: [My Projects]
title: "Game Dev Tree"
prev: false
next: false
---
# Game Dev Tree

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public: "true"
slug: "garden-rss"
title: "Garden-RSS"
prev: false
next: false
---
# Garden-RSS
> Referenced by: [Freeform](/garden/freeform/index.md), [The Small Web](/garden/the-small-web/index.md)
> Referenced by: [Freeform](/garden/freeform/index.md), [The Small Web](/garden/the-small-web/index.md), [This Knowledge Hub](/garden/this-knowledge-hub/index.md)
A theoretical alternative to RSS that's better for [Freeform](/garden/freeform/index.md) websites (and [Digital Gardens](/garden/digital-gardens/index.md) specifically )

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public: "true"
slug: "guide-to-incrementals/appeal-to-developers"
title: "Guide to Incrementals/Appeal to Developers"
prev: false
next: false
---
# Guide to Incrementals/Appeal to Developers

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public: "true"
slug: "guide-to-incrementals/appeal-to-players"
title: "Guide to Incrementals/Appeal to Players"
prev: false
next: false
---
# Guide to Incrementals/Appeal to Players
@ -11,7 +13,7 @@ This is something that has been discussed and analyzed by many people, and to so
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.
<span id="665ceed1-704e-4cd0-8263-9a1756b09f4a">## Progression</span>
<span id="665ceed1-704e-4cd0-8263-9a1756b09f4a"><h2>Progression</h2></span>
Vampire Survivors can be argued to have a comparatively low depth to its combat compared to many other games. I'd argue it has _sufficient_ depth and more than someone might expect who has only played the game for a short while, but it still definitely gets beat out by many other combat-focused games. Instead, a lot of the progression in Vampire Survivors comes from a meta-progression system by which base stats are increased by spending a currency that persists between runs. While it is technically possible to win without this meta-progression system, and indeed in many roguelikes players like to challenge themselves by beating the game without any meta-progression, the criticism can be made that meta-progression de-emphasizes player skill by making it less important to have to beat the game. Certainly, in incremental games, it is often literally impossible to complete a game without taking advantage of the meta-progression systems. I'd argue this does not detract from the game, however, and is actually a part of what makes incremental games, and roguelikes, enjoyable to many players: meta-progression _augments_ the increases in skill the player is naturally gaining as they play. In effect, it's not _replacing_ the skill increase, but _exaggerating_ it to make it feel more real to the player.
@ -23,7 +25,7 @@ Incremental games are so easy, a lot of them even have you progress while you're
If you look at the higher-level play of most games, you'll see them perform difficult feats with ease and speed. They'll achieve a "flow state" that takes all their knowledge and experience of the game and uses it to play the game as instinctively as possible. It's incredible to watch things like Slay the Spire speed runs or competitive DDR-likes. I'd argue the _goal_ of a lot of games with a competitive scene is to get so good that the game _becomes_ effortless. In that sense, a game that allows you to reach that point earlier isn't any less legitimate, but rather lowers the barrier to entry by allowing more people to get "really good" at the game. And to be clear, Vampire Survivors and (most) incremental games aren't _trivially_ easy - they, and to an extent, every game will have _some_ level of learning and improvement over time.
<span id="665ceed1-72a9-49f2-9215-dd690f89aee3">## Addiction</span>
<span id="665ceed1-72a9-49f2-9215-dd690f89aee3"><h2>Addiction</h2></span>
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.

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public: "true"
slug: "guide-to-incrementals/defining-the-genre"
title: "Guide to Incrementals/Defining the Genre"
prev: false
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# Guide to Incrementals/Defining the Genre
@ -21,7 +23,7 @@ Oftentimes people refer to this genre as idle games and/or clicker games. You'll
While these games do span a spectrum of how active it requires you to be, and sorting games by that metric can be useful for those looking for a particular experience, the borders of when an incremental game counts as an "idler" is too blurry for the term to be useful. "Incremental games" may not be a great descriptive term for the genre (hence this many thousands of words long page on defining what the genre even is), but it's strictly better than calling them "idler" or "clicker" games. This guide will always use the term "incremental games" unless quoting someone else, as it is the term you typically see on all modern games in the genre.
<span id="665cea25-b1e5-40bc-8c82-2296982ce1d1">## Incrementals as Parodies</span>
<span id="665cea25-b1e5-40bc-8c82-2296982ce1d1"><h2>Incrementals as Parodies</h2></span>
Let's start with one of the most _interesting_ definitions of incremental games. Incremental games appear to be distilled versions of games or genres, "revealing" the naked game design at the core of these games or genres not unlike how parodies comment upon their source material.
@ -47,7 +49,7 @@ While this definition is common because it _feels_ easy to understand, it is dif
Additionally, a lot of incrementals tend to have _some_ theme guiding the gameplay, or at least the names of mechanics. This makes the line blurred between when numbers are going up for their own sake versus for a contextual reason. I believe this point is best illustrated that, while _most_ RPGs are not considered incremental games, there _is_ a sub-genre of "incremental RPGs" that typically relates to RPGs that perform combat automatically. This definition of incremental games does not support RPGs and "incremental RPGs" being on distinct sides of the line if the only difference between them is manual vs automatic combat.
<span id="665cea25-437a-49a4-8445-00422fb9ded1">## Incrementals as Strategies</span>
<span id="665cea25-437a-49a4-8445-00422fb9ded1"><h2>Incrementals as Strategies</h2></span>
This is a rarer interpretation, but there are similarities between incremental games and strategy games, implying incrementals might just be a sub-genre of strategy games. By this approach, incremental games would be defined by their relation to strategy games, and how they involve player strategy. Incremental games are often large optimization problems - above all else, the actual gameplay the player is performing is deciding what to do next. The consequences of wrong decisions are typically more lenient in incremental games - such as just not making optimal progress - but they _certainly_ get complex.

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public: "true"
slug: "guide-to-incrementals"
title: "Guide to Incrementals"
prev: false
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# Guide to Incrementals

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public: "true"
slug: "guide-to-incrementals/navigating-criticism"
title: "Guide to Incrementals/Navigating Criticism"
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# Guide to Incrementals/Navigating Criticism

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public: "true"
slug: "guide-to-incrementals/what-is-content-"
title: "Guide to Incrementals/What is Content?"
prev: false
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# Guide to Incrementals/What is Content?
@ -33,7 +35,7 @@ We're getting more and more controversial as we go along! Let's talk about how l
This over-complicatedness leading to disengaging the player can _also_ happen from non-linear gameplay. If the web of effects becomes sufficiently complicated and finding the optimal progression route too time-consuming to discover, players will seek out guides from other players who've completed the game. The _second_ they do this, the game effectively becomes linearly following the instructions of the guide and all the above criticisms apply. Similarly to as before, though, this is a spectrum and not everyone will seek out a guide at the same level of difficulty.
<span id="665cf570-e3d3-48f6-9fde-aa94e68a8682">## Automation</span>
<span id="665cf570-e3d3-48f6-9fde-aa94e68a8682"><h2>Automation</h2></span>
Automation is a staple of the genre, but it has certain implications for the design of the game. Why, when new content is introduced, must the older content be automated away - why is it a chore and it feels rewarding to not have to do it again? Why does the new mechanic have such appeal if we know it too will just be automated away later on, and we'll be happy when that happens? It honestly begs the question of why this framework of introducing content and automating the old content is even enjoyable - and nearly nonexistent in other genres. You're not going to reach a point in a platformer game where they just automate the jumping part - _that's the core mechanic!_ Instead, platformers either add new mechanics that _build_ on the core mechanic or at least re-contextualize the core mechanic. However, in incremental games new content very frequently means _replacing_ older content, as opposed to augmenting it.

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public: "tags:: My Projects"
slug: "incremental-social"
title: "Incremental Social"
prev: false
next: false
---
# Incremental Social

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slug: "kronos"
tags: [My Projects, Profectus]
title: "Kronos"
prev: false
next: false
---
# Kronos

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public: "true"
slug: "logseq"
title: "Logseq"
prev: false
next: false
---
# Logseq

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public: "true"
slug: "matrix"
title: "Matrix"
prev: false
next: false
---
# Matrix

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public: "true"
slug: "mbin"
title: "Mbin"
prev: false
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# Mbin

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public: "true"
slug: "my-personal-website"
title: "My Personal Website"
prev: false
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---
# My Personal Website

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public: "true"
slug: "my-projects"
title: "My Projects"
prev: false
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---
# My Projects

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slug: "nostr"
tags: [Decentralized]
title: "Nostr"
prev: false
next: false
---
# Nostr

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public: "true"
slug: "open-source"
title: "Open Source"
prev: false
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# Open Source

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slug: "opti-speech"
tags: [My Projects]
title: "Opti-Speech"
prev: false
next: false
---
# Opti-Speech

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slug: "planar-pioneers"
tags: [My Projects, Profectus]
title: "Planar Pioneers"
prev: false
next: false
---
# Planar Pioneers

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slug: "profectus"
tags: [My Projects]
title: "Profectus"
prev: false
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---
# Profectus
@ -21,4 +23,4 @@ It centers around using Vue's reactivity and is designed with the intent to not
Games made with Profectus:
- Everything in this garden tagged with this page!
- The [entries](https://itch.io/jam/profectus-creation-jam/entries) to the Profectus Creation Jam
- [Primordia](https://jacorb90.me/Primordial-Tree/) by Jacorb
- [Primordia](https://jacorb90.me/Primordial-Tree/) by Jacorb

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@ -3,6 +3,8 @@ alias: "Social Web"
public: "true"
slug: "social-media"
title: "Social Media"
prev: false
next: false
---
# Social Media

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public: "true"
slug: "synapse"
title: "Synapse"
prev: false
next: false
---
# Synapse

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public: "true"
slug: "the-cozy-web"
title: "The Cozy Web"
prev: false
next: false
---
# The Cozy Web

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@ -3,6 +3,8 @@ alias: "The IndieWeb, Personal Web, Personal Websites"
public: "true"
slug: "the-small-web"
title: "The Small Web"
prev: false
next: false
---
# The Small Web

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public: "true"
slug: "this-knowledge-hub"
title: "This Knowledge Hub"
prev: false
next: false
---
# This Knowledge Hub
@ -15,6 +17,7 @@ This is not Wikipedia. My thoughts are biased and argumentative, but to the best
<span id="6637b86a-3603-45ef-a21e-b33c7d96c529">I'm writing on _something_ essentially every day</span>
- Most of my pages are private, especially the journal pages
- I'll only push updates to this site every so often (not an automatic process)
- Until something like [Garden-RSS](/garden/garden-rss/index.md) exists, we'll have to make do with [/changelog](https://thepaperpilot.org/changelog) which gives a git diff summary for every pushed change, in the form of a [The IndieWeb](/garden/the-small-web/index.md) stream as well as an RSS feed
Written in [Logseq](/garden/logseq/index.md) and rendered with [Vitepress](/garden/vitepress/index.md)

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slug: "v-ecs"
tags: [My Projects]
title: "V-ecs"
prev: false
next: false
---
# V-ecs

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public: "true"
slug: "vitepress"
title: "Vitepress"
prev: false
next: false
---
# Vitepress

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public: "true"
slug: "webrings"
title: "Webrings"
prev: false
next: false
---
# Webrings

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public: "true"
slug: "weird"
title: "Weird"
prev: false
next: false
---
# Weird