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Since the disastrous launch of the RTX 50 series, NVIDIA has been unable to escape negative headlines: scalper bots are snatching GPUs away from consumers before official sales even begin, power connectors continue to melt, with no fix in sight, marketing is becoming increasingly deceptive, GPUs are missing processing units when they leave the factory, and the drivers, for which NVIDIA has always been praised, are currently falling apart. And to top it all off, NVIDIA is becoming increasingly insistent that media push a certain narrative when reporting on their hardware.
Just like with every other GPU launch in recent memory, this one has also been ripe with scalper bots snatching up stock before any real person could get any for themselves. Retailers have reported that they’ve received very little stock to begin with. This in turn sparked rumors about NVIDIA purposefully keeping stock low to make it look like the cards are in high demand to drive prices. And sure enough, on secondary markets, the cards go way above MSRP and some retailers have started to bundle the cards with other inventory (PSUs, monitors, keyboards and mice, etc.) to inflate the price even further and get rid of stuff in their warehouse people wouldn’t buy otherwise—and you don’t even get a working computer out of spending over twice as much as a GPU alone would cost you.
I had a look at GPU prices for previous generation models for both AMD and NVIDIA as recently as May 2025 and I wasn’t surprised to find even RTX 40 series are still very much overpriced, with the GeForce RTX 4070 (lower mid-tier) starting at $800 (MSRP: $599), whereas the same money can get you a Radeon RX 7900 XT (the second best GPU in AMD’s last generation lineup). The discrepancy in bang for buck couldn’t be more jarring. And that’s before considering that NVIDIA gave out defective chips to board partners that were missing ROPs (Raster Operations Pipelines) from the factory, thus reducing their performance. Or, how NVIDIA put it in a statement to The Verge:
We have identified a rare issue affecting less than 0.5% (half a percent) of GeForce RTX 5090 / 5090D and 5070 Ti GPUs which have one fewer ROP than specified. The average graphical performance impact is 4%, with no impact on AI and Compute workloads. Affected consumers can contact the board manufacturer for a replacement. The production anomaly has been corrected.
Those 4% can make an RTX 5070 Ti perform at the levels of an RTX 4070 Ti Super, completely eradicating the reason you’d get an RTX 5070 Ti in the first place. Not to mention that the generational performance uplift over the RTX 40 series was already received quite poorly in general. NVIDIA also had to later amend their statement to The Verge and admit the RTX 5080 was also missing ROPs.
It’s adding insult to injury with the cards’ general unobtainium and it becomes even more ridiculous when you compare NVIDIA to another trillion dollar company that is also in the business of selling hardware to consumers: Apple.
How is it that one can supply customers with enough stock on launch consistently for decades, and the other can’t? The only reason I can think of is, that NVIDIA just doesn’t care. They’re making the big bucks with data center GPUs now, selling the shovels that drive the “AI” bullshit gold rush, to the point that selling to consumers is increasingly becoming a rounding error on their balance sheets.
The RTX 50 series are the second generation of NVIDIA cards to use the 12VHPWR connector. The RTX 40 series became infamous as the GPU series with melting power connectors. So did they fix that?
No. The cables can still melt, both on the GPU and PSU. It’s a design flaw in the board of the GPU itself which cannot be fixed unless the circuitry of the cards is replaced with a new design.
With the RTX 30 cards, each power input (i.e. the cables from the power supply) had its own shunt resistor. If one pin in a power input had not been connected properly, another pin would have had to take over in its stead. If both pins were not carrying any current, there would have been no phase on the shunt resistor and the card would not have started up. You’d get a black screen, but the hardware would still be fine.
NVIDIA, in its infinite wisdom, changed this design starting with the RTX 40 series.
Instead of individual shunt resistors for each power input, the shunt resistors are now connected in parallel to all pins of the power input from a single 12VHPWR connector. Additionally, the lines are recombined behind the resistors. This mind-boggling design flaw makes it impossible for the card to detect if pins are unevenly loaded, since as much as the card is concerned, everything comes in through the same single line.
Connecting the shunt resistors in parallel also makes them pretty much useless since if one fails, the other will still have a phase and the card will happily keep drawing power and not be any the wiser. If the card is supplied with 100W on each pin and 5 of the 6 pins don’t supply a current, then a single pin has to supply the entire 600W the card demands. No wire is designed for this amount of power draw. As a result, excessive friction occurs from too many electrons traveling through the cable all at once and it melts (see: Joule heating).
NVIDIA realized that the design around the shunt resistors in the RTX 40 series was kinda stupid, so they revised it: by eliminating the redundant shunt resistor, but changing nothing else about the flawed design.
There’s something to be said about the fact NVIDIA introduced the 12VHPWR connector to the ATX standard to allow for only a single connector to supply their cards with up to 600W of power but making it way less safe to operate at these loads. Worse yet, NVIDIA says the four “sensing pins” on top of the load bearing 12 pins are supposed to prevent the GPU from pulling too much power. The fact of the matter is, however, that the “sensing pins” only tell the GPU how much it’s allowed to pull when the system turns on, but they do not continuously monitor the power draw—that would be for the shunt resistors on the GPU board, which we established, NVIDIA kept taking out.
If I had to guess, NVIDIA must’ve been very confident that the “sensing pins” are a suitable substitution for those shunt resistors in theory, but practice showed that they were not at all accounting for user error. That was their main excuse after after it blew up in their face and they investigated. And indeed, if the 12VHPWR connector isn’t properly inserted, pins could not make proper contact, causing the remaining wires to carry more load. This is something that the “sensing pins” cannot detect, despite their name and NVIDIA selling it as some sort of safety measure.
NVIDIA also clearly did not factor in the computer cases on the market that people would pair these cards with. The RTX 4090 was massive, a real heccin chonker. It was so huge in fact, that it kicked off the trend of needing support brackets to keep the GPU from sagging and straining the PCIe slot. It also had its power connector sticking out to the side of the card and computer cases were not providing enough clearance to not bend the plug. As was clarified after the first reports of molten cables came up, bending a 12VHPWR cable without at least 35mm (1.38in) clearance could loosen the connection of the pins and create the problem of the melting connectors—something that wasn’t a problem with the battle tested 6- and 8-pin PCIe connectors we’ve been using up to this point.
Board partners like ASUS try to work around that design flaw by introducing intermediate shunt resistors for each individual load bearing pin before the ones according to NVIDIA’s designs, but these don’t solve the underlying issue, that the card won’t shut itself down if any of the lines aren’t drawing enough or any power. What you get at most is an indicator LED lighting up and some software telling you “Hey, uh, something seems off, maybe take a look?”
The fact NVIDIA insists on keeping the 12VHPWR connector around and not do jack shit about the design flaws in their cards to prevent it from destroying itself from the slightest misuse should deter you from considering any card from them that uses it.
Over the years NVIDIA has released a number of proprietary technologies to market that only work on their hardware—DLSS, CUDA, NVENC and G-Sync to just name a few. The tight coupling with with NVIDIA’s hardware guarantees compatibility and performance.
However, this comes at a considerable price these days, as mentioned earlier. If you’re thinking about an upgrade you’re either looking at a down-payment on a house or an uprooting of your entire hardware and software stack if you switch vendors.
If you’re a creator, CUDA and NVENC are pretty much indispensable, or editing and exporting videos in Adobe Premiere or DaVinci Resolve will take you a lot longer. Same for live streaming, as using NVENC in OBS offloads video rendering to the GPU for smooth frame rates while streaming high-quality video.
Speaking of games: G-Sync in gaming monitors also requires a lock-in with NVIDIA hardware, both on the GPU side and the monitor itself. G-Sync monitors have a special chip inside that NVIDIA GPUs can talk to in order to align frame timings. This chip is expensive and monitor manufacturers have to get certified by NVIDIA. Therefore monitor manufacturers charge a premium for such monitors.
The competing open standard is FreeSync, spearheaded by AMD. Since 2019, NVIDIA also supports FreeSync, but under their “G-Sync Compatible” branding. Personally, I wouldn’t bother with G-Sync when a competing, open standard exists and differences are negligible.
The PC, as gaming platform, has long been held in high regards for its backwards compatibility. With the RTX 50 series, NVIDIA broke that going forward.
PhysX, which NVIDIA introduced into their GPU lineup with the acquisition of Ageia in 2008, is a technology that allows a game to calculate game world physics on an NVIDIA GPU. After the launch of the RTX 50 series cards it was revealed that they lack support for the 32-bit variant of the tech. This causes games like Mirror’s Edge (2009) and Borderlands 2 (2012) that still run on today’s computers to take ungodly dips into single digit frame rates, because the physics calculations are forcibly performed on the CPU instead of the GPU.
Even though the first 64-bit consumer CPUs hit the market as early as 2003 (AMD Opteron, Athlon 64), 32-bit games were still very common around these times, as Microsoft would not release 64-bit versions of Windows to consumers until Vista in 2006. NVIDIA later released the source code for the GPU simulation kernel on GitHub. The pessimist in me thinks they did this because they can’t be bothered to maintain this themselves and offload that maintenance burden to the public.
Back in 2018 when the RTX 20 series launched as the first GPUs with hardware accelerated ray tracing, it sure was impressive and novel to have this tech in consumer graphics cards. However, NVIDIA also introduced upscaling tech alongside it to counterbalance the insane computational expense it introduced. From the beginning, the two were closely interlinked. If you wanted ray tracing in Cyberpunk 2077 (the only game at the time that really made use of the tech), you also had to enable upscaling if you didn’t want your gameplay experience to become a (ridiculously pretty) PowerPoint slide show.
That upscaling tech is the now ubiquitous DLSS, or Deep Learning Super Sampling. It renders a game at a lower resolution internally and then upscales it to the target resolution with specialized accelerator chips on the GPU die. The only issue back then was that because the tech was so new, barely any game made use of it.
What always rubbed me the wrong way about how DLSS was marketed is that it wasn’t only for the less powerful GPUs in NVIDIA’s line-up. No, it was marketed for the top of the line $1,000+ RTX 20 series flagship models to achieve the graphical fidelity with all the bells and whistles. That, to me, was a warning sign that maybe, just maybe, ray tracing was introduced prematurely and half-baked. Back then I theorized, that by tightly coupling this sort of upscaling tech to high-end cards and ray traced graphics, it sets a bad precedent. The kind of graphics NVIDIA was selling us on were beyond the cards’ actual capabilities.
Needing to upscale to keep frame rates smooth already seemed “fake” to me. If that amount of money for a single PC component still can’t produce those graphics without using software trickery to achieve acceptable frame rates, then what am I spending that money for to begin with exactly?
Fast-forward to today and nothing has really changed, besides NVIDIA now charging double the amount for the flagship RTX 5090. And guess what? It still doesn’t do Cyberpunk 2077—the flagship ray tracing game—with full ray tracing at a playable framerate in native 4K, only with DLSS enabled.
So 7 years into ray traced real-time computer graphics and we’re still nowhere near 4K gaming at 60 FPS, even at $1,999. Sure, you could argue to simply turn RT off and performance improves. But then, that’s not why you spent all that money for, right? Pure generational uplift in performance of the hardware itself is miniscule. They’re selling us a solution to a problem they themselves introduced and co-opted every developer to include the tech into their games. Now they’re doing an even more computationally expensive version of ray tracing: path tracing. So all the generational improvements we could’ve had are nullified again.
And even if you didn’t spend a lot of money on a GPU, what you get isn’t going to be powerful enough to make those ray traced graphics pop and still run well. So most peoples’ experience with ray tracing is: turn it on to see how it looks, realize it eats almost all your FPS and never turn it on ever again, thinking ray tracing is a waste. So whatever benefits in realistic lighting was to be achieved is also nullified, because developers will still need to do lighting the old-fashioned way for the people who don’t or can’t use ray tracing.
Making the use of upscaling tech a requirement, at every GPU price point, for every AAA game, to achieve acceptable levels of performance gives the impression that the games we’re sold are targeting hardware that either doesn’t even exist yet or nobody can afford, and we need constant band-aids to make it work. Pretty much all upscalers force TAA for anti-aliasing and it makes the entire image on the screen look blurry as fuck the lower the resolution is.
Take for example this Red Dead Redemption 2 footage showing TAA “in action”, your $1,000+ at work:
Frame generation exacerbates this problem further by adding to the ghosting of TAA because it guesstimates where pixels will probably go in an “AI” generated frame in between actually rendered frames. And when it’s off it really looks off. Both in tandem look like someone smeared your screen with vaseline. And this is what they expect us to pay a premium for? For the hardware and the games?!
Combine that with GPU prices being absolutely ridiculous in recent years and it all takes on the form of a scam.
As useful or impressive a technology as DLSS might be, game studios relying as heavily on it as they do, is turning out to be detrimental to the visual quality of their games and incentivizes aiming for a level of graphical fidelity and complexity with diminishing returns. Games from 2025 don’t look that dramatically different or better than games 10 years prior, yet they run way worse despite more modern and powerful hardware. Games these days demand such a high amount of compute that the use of upscaling tech like DLSS is becoming mandatory. The most egregious example of this being Monster Hunter Wilds, which states in its system requirements, that it needs frame generation to run at acceptable levels.
Meanwhile, Jensen Huang came up on stage during the keynote for the RTX 50 series cards and proudly proclaimed:
What he meant by that, as it turns out, is the RTX 5070 only getting there with every trick DLSS has to offer, including new DLSS 4 Multi-Frame Generation only available on RTX 50 cards at the lowest quality setting and all DLSS trickery turned up to the max.
You cannot tell me this is anywhere near acceptable levels of image quality for thousands of bucks (video time-stamped):
Not only does that entail rendering games at a lower internal resolution, you also have to tell your GPU to pull 3 additional made up frames out of its ass so NVIDIA can waltz around claiming “Runs [insanely demanding game here] as 5,000 FPS!!!” for the higher number = better masturbator crowd. All the while the image gets smeared to shit, because NVIDIA just reinvented the motion smoothing option from your TV’s settings menu, but badly and also it’s “AI” now. Else what would all those Tensor-cores be doing than waste space on the GPU die that could’ve gone to actual render units? NVIDIA likes you to believe DLSS can create FPS out of thin air and they’re trying to prove it with dubious statistics—only disclosing in barely readable fine print, that it’s a deliberately chosen very small sample size, so the numbers look more impressive.
The resolution is fake, the frames are fake, too, and so is the marketed performance. Never mind that frame generation introduces input lag that NVIDIA needs to counter-balance with their “Reflex” technology, lest what you see on your screen isn’t actually where you think it is because, again, the frames faked in by Frame Generation didn’t originate from the game logic. They create problems for themselves, that they then create “solutions” for in an endless cycle of trying to keep up the smoke screen that these cards do more than they’re actually equipped to do, so a 20% premium for a 10% uplift in performance has the faintest resemblance of justification.
I was afraid DLSS would get used to fake improvements where there are barely any back then and I feel nothing if not vindicated for how NVIDIA is playing it up, while jacking up prices further and further with each generation. None of that is raw performance of their cards. This is downright deceitful bullshit.
NVIDIA lying on their own presentations about the real performance of their cards is one thing. It’s another thing entirely, when they start bribing and threatening reviewers, to steer the editorial direction in NVIDIA’s favor.
In December 2020, hardware review channel Hardware Unboxed received an email from NVIDIA Senior PR Manager Bryan Del Rizzo, after they reviewed NVIDIA cards on pure rasterization performance without DLSS or ray tracing, saying that performance did not live up to their expectations:
We have reached a critical juncture in the adoption of ray tracing, and it has gained industry wide support from top titles, developers, game engines, APIs, consoles and GPUs. As you know, NVIDIA is all in for ray tracing. RT is important and core to the future of gaming. But it’s also only one part of our focused R&D efforts on revolutionizing video games and creating a better experience for gamers. This philosophy is also reflected in developing technologies such as DLSS, Reflex and Broadcast that offer immense value to consumers who are purchasing a GPU. They don’t get free GPUs—they work hard for their money and they keep their GPUs for multiple years.Despite all of this progress, your GPU reviews and recommendations continue to focus singularly on rasterization performance and you have largely discounted all of the other technologies we offer to gamers. It is very clear from your community commentary that you do not see things the same way that we, gamers, and the rest of the industry do.Our Founders Edition boards and other NVIDIA products are being allocated to media outlets that recognize the changing landscape of gaming and the features that are important to gamers and anyone buying a GPU today—be it for gaming, content creation or studio and streaming.Hardware Unboxed should continue to work with out add-in card partners to secure GPUs to review. Of course, you will still have access to obtain pre-release drivers and press materials. That won’t change.We are open to revisiting this in the future should your editorial direction change.
Hardware Unboxed was thus banned from receiving review samples of NVIDIA’s Founder Edition cards. It didn’t take long for NVIDIA to back-paddle after the heavily publicized outcry blew up in their face.
Which makes it all the more surprising, that a couple years later, they’re trying to pull this again. With Gamers Nexus of all outlets.
As Steve Burke explains in the video, NVIDIA approached him from the angle, that in order to still be given access to NVIDIA engineers for interviews and specials for their channel, Gamers Nexus needs to include Multi-Frame Generation metrics into their benchmark charts during reviews. Steve rightfully claims that this tactic of intimidating media by taking away access until they review NVIDIA cards in a way that agrees with the narrative NVIDIA wants to uphold, tarnishes the legitimacy of every review of every NVIDIA card ever made, past and present. It creates an environment of distrust that is not at all conductive when you’re trying to be a tech reviewer right now.
This also coincided with the launch of the RTX 5060, a supposedly more budget friendly offering. Interestingly, NVIDIA did not provide reviewers with the necessary drivers to test the GPU prior to launch. Instead, the card and the drivers launched at the same time all of these reviewers were off at Computex, a computer expo in Taipei, Taiwan. The only outlets that did get to talk about the card prior to release were cherry-picked by NVIDIA, and even then it was merely previews of details NVIDIA allowed them to talk about, not independent reviews. Because if they would’ve been properly reviewed, they’d all come to the same conclusions: that the 8 GB of VRAM would make this $299 “budget card” age very poorly because that is not enough VRAM to last long in today’s gaming landscape.
But it probably doesn’t matter anyways, because NVIDIA is also busy tarnishing the reputation of their drivers, releasing hotfix after hotfix in an attempt to stop their cards, old and new, from crashing seemingly randomly, when encountering certain combinations of games, DLSS and Multi-Frame Generation settings. Users of older generation NVIDIA cards can simply roll back to a previous version of the driver to alleviate these issues, but RTX 50 series owners don’t get this luxury, because older drivers won’t make their shiny new cards go.
With over 90% of the PC market running on NVIDIA tech, they’re the clear winner of the GPU race. The losers are every single one of us.
Ever since NVIDIA realized there is tons of more money to be made on everything that is not part of putting moving pixels on a screen, they’ve taken that opportunity head on. When the gold rush for crypto-mining started, they were among the first to sell heavily price-inflated, GPU-shaped shovels to anybody with more money than brains. Same now with the “AI” gold rush. PC gamers were hung out to dry.
NVIDIA knows we’re stuck with them and it’s infuriating. They keep pulling their shenanigans and they will keep doing it until someone cuts them down a couple notches. But the only ones who could step up to the task won’t do it.
AMD didn’t even attempt at facing NVIDIA at the high-end segment this generation, instead trying to compete on merely the value propositions for the mid-range. Intel is seemingly still on the fence if they really wanna sell dedicated GPUs while shuffling their C-suite and generally being in disarray. Both of them could be compelling options when you’re on a budget, if it just wasn’t for the fact that NVIDIA has a longstanding habit of producing proprietary tech that only runs well on their hardware. Now they’ve poisoned the well with convincing everybody that ray tracing is something every game needs now and games that incorporate it do so on an NVIDIA tech-stack which runs like shit on anything that is not NVIDIA. That is not a level playing field.
When “The way it’s meant to be played” slowly turns into “The only way it doesn’t run like ass” it creates a moat around NVIDIA that’s obviously hard to compete with. And gamers aren’t concerned about this because at the end of the day, all they care about is that the game runs well and looks pretty.
But I want you to consider this: Games imbued with such tech creates a vendor lock-in effect. It gives NVIDIA considerable leverage in terms of how games are made, which GPUs you consider buying to run these games and how well they will eventually, actually run on your system. If all games that include NVIDIA’s tech are made in a way that make it so you have to reach for the more expensive models, you can be sure that’s a soft power move NVIDIA is gonna pull.
And as we established, it looks like they’re already doing that. Tests show that the lower-end NVIDIA graphics cards cannot (and probably were never intended to) perform well enough, even with DLSS, because in order to get anything out of DLSS you need more VRAM, which these lower-end cards don’t have enough of. So they’re already upselling you on more expensive models by cutting corners in ways that make it a “no-brainer” to spend more money on more expensive cards, when you otherwise wouldn’t have.
And they’re using their market dominance to control the narrative in the media, to make sure you keep giving them money and keep you un- or at the very least misinformed. When you don’t have to compete, but don’t have any improvements to sell either (or have no incentive for actual, real R&D) you do what every monopolist does and wring out your consumer base until you’ve bled them dry.
A few years back I would’ve argued that that’s their prerogative if they provide the better technical solutions to problems in graphics development. Today, I believe that they are marauding monopolists, who are too high on their own supply and they’re ruining it for everybody. If NVIDIA had real generational improvements to sell, they wouldn’t do it by selling us outright lies.
And I hate that they’re getting away with it, time and time again, for over seven years.
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There is a moment, just before creation begins, when the work exists in its most perfect form in your imagination. It lives in a crystalline space between intention and execution, where every word is precisely chosen, every brushstroke deliberate, every note inevitable, but only in your mind. In this prelapsarian state, the work is flawless because it is nothing: a ghost of pure potential that haunts the creator with its impossible beauty.
This is the moment we learn to love too much.
We become curators of imaginary museums, we craft elaborate shrines to our unrealized projects… The novel that will redefine literature. The startup that will solve human suffering. The artwork that will finally make the invisible visible.
But the moment you begin to make something real, you kill the perfect version that lives in your mind.
Creation is not birth; it is murder. The murder of the impossible in service of the possible.
We are perhaps the only species that suffers from our own imagination. A bird building a nest does not first conceive of the perfect nest and then suffer from the inadequacy of twigs and mud. A spider spinning a web does not pause, paralyzed by visions of geometric perfection beyond her current capabilities. But humans? We possess the strange gift of being haunted by visions of what could be, tormented by the gap between our aspirations and our abilities.
This torment has a name in cognitive science: the “taste-skill discrepancy.” Your taste (your ability to recognize quality) develops faster than your skill (your ability to produce it). This creates what Ira Glass famously called “the gap,” but I think of it as the thing that separates creators from consumers.
Watch a child draw. They create fearlessly, unselfconsciously, because they have not yet developed the curse of sophisticated taste! They draw purple trees and flying elephants with the confidence of someone who has never been told that trees aren’t purple, that elephants don’t fly. But somewhere around age eight or nine, taste arrives like a harsh critic, and suddenly the gap opens. The child can see that their drawing doesn’t match the impossible standard their developing aesthetic sense has conjured.
This is what leads most of us to stop drawing. Not because we lack talent, but because we’ve developed the ability to judge before we’ve developed the ability to execute. We become connoisseurs of our own inadequacy.
And this is where our minds, in their desperate attempt, devise an elegant escape. Faced with this unbearable gap, we develop what researchers call “productive avoidance” — staying busy with planning, researching, and dreaming while avoiding the vulnerable act of creating something concrete that might fail. It feels like work because it engages all our intellectual faculties. But it functions as avoidance because it protects us from the terrifying possibility of creating something imperfect. I see this in wannabe founders listening to podcasts on loop, wannabe TikTokkers watching hours of videos as “research,” and wannabe novelists who spend years developing character backstories for books they never begin.
The spider doesn’t face this problem. It spins webs according to ancient genetic instructions, each one remarkably similar to the last. But human creativity requires us to navigate the treacherous territory between what we can imagine and what we can actually do. We are cursed with visions of perfection and blessed with the capacity to fail toward them.
In a photography classroom at the University of Florida, Jerry Uelsmann unknowingly designed the perfect experiment for understanding excellence. He divided his students into two groups.
The quantity group would be graded on volume: one hundred photos for an A, ninety photos for a B, eighty photos for a C, and so on.
The quality group only need to present one perfect photo.
At semester’s end, all the best photos came from the quantity group.
The quantity group learned something that cannot be taught: that excellence emerges from intimacy with imperfection, that mastery is built through befriending failure, that the path to creating one perfect thing runs directly through creating many imperfect things.
Think about what those hundred attempts actually were: a hundred conversations with light. A hundred experiments in composition. A hundred opportunities to see the gap between intention and result, and to adjust. A hundred chances to discover that reality has opinions about your vision, and that those opinions are often more interesting than your original plan.
The quality group, meanwhile, spent their semester in theoretical purgatory… analyzing perfect photographs, studying ideal compositions, researching optimal techniques. They developed sophisticated knowledge about photography without developing the embodied wisdom that comes only from repeatedly pressing the shutter and living with the consequences.
They became experts in the map while the quantity group was exploring the territory. When the semester ended, the quality group could tell you why a photograph was excellent. The quantity group could make excellent photographs.
When you imagine achieving something, the same neural reward circuits fire as when you actually achieve it. This creates what neuroscientists call “goal substitution”—your brain begins to treat planning as accomplishing. The planning feels so satisfying because, neurologically, it is satisfying. You’re getting a real high from an imaginary achievement.
But here’s where it gets interesting: this neurological quirk serves us beautifully in some contexts and destroys us in others. An Olympic athlete visualizing their routine creates neural pathways that improve actual performance. They’re using imagination to enhance capability they already possess. A surgeon mentally rehearsing a complex procedure is optimizing skills they’ve already developed through years of practice.
But when imagination becomes a substitute for practice rather than an enhancement of it, the same mechanism becomes a trap. The aspiring novelist who spends months crafting the perfect outline gets the same neurological reward as the novelist who spends months actually writing. The brain can’t tell the difference between productive preparation and elaborate procrastination.
The algorithmic machinery of attention has, of course, engineered simple comparison. But it has also seemingly erased the process that makes mastery possible. A time-lapse of someone creating a masterpiece gets millions of views. A real-time video of someone struggling through their hundredth mediocre attempt disappears into algorithmic obscurity.
Instagram shows you the finished painting, never the failed color experiments. TikTok shows you the perfect performance, never the thousand imperfect rehearsals. LinkedIn shows you the promotion announcement, never the years of unglamorous skill-building that made it possible.
This creates what media theorist Neil Postman would have recognized as a “technological epistemology:” the platforms don’t just change what we see, they change what we think knowledge looks like. We begin to believe that learning should be immediately visible, that progress should be consistently upward, that struggle is evidence of inadequacy rather than necessity.
The truth is that every masterpiece exists within an invisible ecology of lesser works. The great painting emerges from hundreds of studies, sketches, and failed attempts. The brilliant book grows from years of mediocre writing. The breakthrough innovation builds on countless small improvements and partial failures. We see the oak tree, never the acorns. The symphony, never the scales. The masterpiece, never the apprenticeship.
Too much ambition disrupts this natural ecology; it demands that every attempt be significant, every effort be worthy of the ultimate vision. But the ecology of mastery requires something our culture has systematically devalued: the privilege of being a beginner.
Watch a four-year-old finger-paint. They don’t create for Instagram likes or gallery walls or market validation. They create for the pure joy of watching colors bleed into each other, for the satisfying squish of paint between fingers, for the magic of making something exist that didn’t exist before. They possess the freedom to create without the burden of expectation.
Learning anything as an adult means reclaiming this beginner’s privilege. It means giving yourself permission to be bad at something, to create things that serve no purpose other than your own discovery and delight. The beginner’s mind understands that mastery emerges from play, that excellence grows from experimentation, that the path to creating something great runs directly through creating many things that aren’t great at all.
My alma mater, Olin College of Engineering, had a motto that rewired how I think about everything: “Do-Learn.” Those two words contain a revolution. Not “learn-then-do,” which implies you must earn permission to act. Not “think-then-execute,” which suggests theory should precede practice. But the radical idea that doing is learning! That understanding emerges from your hands as much as your head, that wisdom lives in the conversation between intention and reality.
This philosophy saved me from my own perfectionism more times than I can count. When I wanted to learn cooking, I didn’t read recipes endlessly; I burned onions and discovered how heat actually behaves. When I wanted to learn a language, I didn’t memorize grammar rules; I stumbled through conversations with native speakers who corrected my mistakes in real time. When I wanted to learn how to monetize on YouTube, I didn’t write elaborate content strategies; I started posting videos and let the brutal feedback teach me what actually resonated.
“Do-Learn” gave me permission to start before I was ready, fail early, fail often, to discover through making rather than thinking my way to readiness.
Here’s what happens to those brave enough to actually begin: you discover that starting is only the first challenge. The real test comes later, at “the quitting point” —that inevitable moment when the initial excitement fades and the work reveals its true nature.
The quitting point arrives differently for different people, but it always arrives. For writers, maybe it’s around page 30 of their novel, when the initial burst of inspiration runs out and they realize they have no idea what happens next. For entrepreneurs, maybe it’s after the first few months, when the market doesn’t respond as enthusiastically as friends and family did. For artists, it might come when they see their work objectively for the first time and realize the enormous gap between their vision and their current capability.
This is the moment that separates the quantity group from the quality group: not at the beginning, but in the middle, when the work stops being fun and starts being work.
The quantity group has an advantage here! They’ve already become intimate with imperfection. They’ve learned that each attempt is data, not judgment. They’ve developed what psychologists call “task orientation” rather than “ego orientation;” they’re focused on improving the work rather than protecting their self-image.
But the quality group approaches this moment with a different psychology. Having spent so much time crafting perfect plans, they interpret early struggles as evidence that something is wrong! They expected the work to validate their vision, but instead it reveals the distance between intention and capability.
I think this is where most creative projects die — not from lack of talent or resources, but from misunderstanding the nature of the work itself. The quitting point feels like failure, but it’s actually where the real work begins.
It’s the transition from working with imaginary materials to working with real ones, from theory to practice, from planning to building.
The quitting point is the moment you discover whether you want to be someone who had a great idea or someone who made something real.
Counterintuitively, the path to creating your best work often begins with permission to create your worst.
When you lower the stakes, you enter into a conversation with reality. Reality has opinions about your work that are often more interesting than your own. Reality shows you what works and what doesn’t. Reality introduces you to happy accidents and unexpected directions. Reality is the collaborator you didn’t know you needed.
This is how standards are actually achieved… through process, not proclamation. The photographer who takes a hundred photos develops standards through practice. The writer who writes daily develops judgment through repetition. The entrepreneur who starts small develops wisdom through experience.
Last week, something I wrote went viral on Substack. In a matter of days, I gained over a thousand new subscribers, watched my piece get shared across platforms, and felt that intoxicating rush of work that resonates beyond your own echo chamber. I’m deeply grateful, truly. But almost immediately, a familiar pit opened in my stomach. What now? What if the next one doesn’t land? How do you follow something that took on a life of its own?
I found myself opening blank pages and closing them again, paralyzed by the very success I’d worked toward for years.
When I expressed this fear, a reader named Harsh (@harshdarji) left this comment: “You are a shooter, your job is to keep shooting. Don’t even think about misses. Because as soon as you start worrying about the misses, you’ll start doubting your ability.”
Not much of a sports gal, but the metaphor moved me. And the irony wasn’t lost on me! Here I was, dispensing advice about creative consistency and the dangers of perfectionism, yet falling into the exact trap I warn others about.
I started writing on Substack in December 2022. It’s now mid-2025, and I’ve just reached my goal of being in the top 50 Tech Substacks in the world. There was so much doing, doing, doing before this one hit. Dozens of pieces that barely made a ripple. Months of showing up to write for an audience I wasn’t sure existed.
But success has a way of making you forget the very process that created it. It whispers seductive lies about repeatability, about formulas, about the possibility of controlling outcomes rather than focusing on inputs. It makes you think you need to “top” your last success instead of simply continuing the practice that made success possible in the first place.
I need to remind myself:
Your masterpiece won’t emerge from your mind fully formed like Athena from Zeus’s head. It will emerge from your willingness to start badly and improve steadily. It will emerge from your commitment to showing up consistently rather than brilliantly. It will emerge from your ability to see failure as information rather than indictment.
The work that will matter most to you, the work that will surprise you with its significance, is probably much smaller than you imagine and much closer than you think.
My Olin professors were right about those two words. Do. Learn. But what I didn’t fully internalize until after graduation: the learning never stops requiring the doing. The doing never stops requiring learning. The work changes me. I change the work. The work changes me again.
We are still the only species cursed with visions of what could be. But perhaps that’s humanity’s most beautiful accident. To be haunted by possibilities we cannot yet reach, to be driven by dreams that exceed our current grasp. The curse and the gift are the same thing: we see further than we can walk, dream bigger than we can build, imagine more than we can create.
And so we make imperfect things in service of perfect visions. We write rough drafts toward masterpieces we may never achieve. We build prototypes of futures we can barely envision. We close the gap between imagination and reality one flawed attempt at a time.
The photography professor divided his class and waited. He knew what the darkroom would teach them, what the developing chemicals would reveal. Fifty rolls of film later, some students had learned to make beauty from mess. Others had learned to make theories from anxiety.
The film didn’t care about their intentions. It only responded to their willingness to press the shutter.
Your hands are already dirty. The work is waiting. Lower the stakes, and begin.
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Read the original on maalvika.substack.com »
I’m in the process of rebuilding my homelab from the ground up, moving from a 24U full-size 4-post rack to a mini rack.
One of the most difficult devices to downsize (especially economically) is a NAS. But as my needs have changed, I’m bucking the trend of all datahoarders and I need less storage than the 120 TB (80 TB usable) I currently have.
It turns out, when you stop running an entire YouTube channel in your home (I’m in a studio now), you don’t need more than a few terabytes, so my new conservative estimate is 6 terabytes of usable space. That’s within the realm of NVMe SSD storage for a few hundred bucks, so that’s my new target.
Three new mini NASes were released over the past year that are great candidates, and I have relationships with all three companies making them, so I am lucky to have been offered review units of each:
I’ve compiled all my experience with the three NASes into one concise YouTube video, which I’ve embedded below:
However, I thought I’d at least give a few notes here for those interested in reading, not watching.
Generally, all three mini NASes use an Intel N100/N150 chip, and divvy up its 9 PCIe Gen 3 lanes into 4 (or in the Beelink’s case, 6) M.2 NVMe SSD slots. They all have 2.5 Gbps networking, though the GMKtec and Beelink have dual 2.5 Gbps NICs.
The difference is in the execution, and each box has one or two minor issues that keep me from giving a whole-hearted recommendation. When you’re dealing with tiny devices, there’s always a compromise. So you have to see which compromises you’re most willing to deal with. (Or just buy a full size NAS if you have the space/power for it.)
I previously reviewed this NAS in April; see my blog post The (almost) perfect mini NAS for my mini rack.
That ‘almost’ is doing a lot of heavy lifting, though; there were inherent cooling issues if you ran the box with four NVMe drives, and it was bad enough GMKtec went through a design revision.
Their newer version of the G9 has a much larger cooling vent on the side, and I believe they may have tweaked some other aspects of the design. I’m not sure how it ends up, though, so I’ll have to post an updated review if I can get my hands on one of these updated models.
The K100 is even smaller than the G9, and it keeps things cool much better, likely owing to much more ventilation on the sides, a heatsink that covers VRMs (Voltage Regulation Modules) and some of the other hot chips, and a full metal enclosure.
The major downside is despite costing $299 (over $100 more than the G9′s base spec), it drops eMMC (so you have to install an OS on one of the 4 NVMe SSDs, or on an external USB stick), and drops WiFi (this is wired only—and a single 2.5 Gbps port versus 2 on the other two mini NASes.
The BIOS is also very light on customization, only really allowing tweaking the power restore behavior and performance profile.
But it’s very quiet (less than 37 dBa under load), absolutely tiny, and uses the least power of all the Intel mini NASes I tested.
Speaking of quiet, the ME mini is even more quiet. It’s not silent, but the larger fan and ‘chimney’ heatsink design (reminiscent of Apple’s Trash Can Mac) mean it can keep from throttling even in ‘performance’ mode indefinitely—and barely scratch 35 dBa while doing so.
It has not 4 but 6 NVMe slots, though 5 of those slots are PCIe Gen 3 x1 (one lane of bandwidth is 8 GT/sec), and the last slot is x2 (two lanes).
If you order one with a Crucial SSD pre-installed, it will be installed in that last x2 slot for maximum performance—and the test unit I was shipped came with Windows 11 preinstalled.
But it has built-in eMMC (64 GB), and I installed Ubuntu on that for my testing. Another nice feature is a built-in power supply, which is quite rare on these mini PCs. Often you buy the thing based on the size of the mini PC, then hanging out back, there’s a DC power supply the same size as the mini PC!
Not here, it’s got a small power supply tucked inside one part of the heatsink, though I’m not sure how much thermal transfer there is between the heatsink and the power supply. I didn’t encounter any overheating issues, though, and even with the preinstalled Crucial SSD only touching the thermal pad where the NVMe controller chip sits (there was an air gap between the thermal pad and all the flash storage chips), I didn’t have any concerns over thermals.
It did run a little hotter overall than the K100, but it was also in full performance/turbo boost mode, whereas the K100 comes from the factory with a more balanced power profile.
The G9 is definitely the winner in terms of price, but the cooling tradeoffs at least with the initial revision I reviewed were not worth it, because it would lock up and reboot if it overheated. The ME mini is currently $209 (starting) on pre-sale, but that price could go up:
All three NASes would perform fine for my homelab needs, giving at least around 250 MB/sec of read/write performance, though the Beelink seems to suffer a little splitting out all those NVMe slots with x1 bandwidth:
And as I mentioned earlier, the K100 was definitely the most efficient, partly due to it shipping with a balanced power profile instead of ‘performance’, and also by the fact it ditches features like WiFi and eMMC which eat up a little more power:
In the end, there’s no clear winner for all cases. The GMKtec is the budget option, and supposedly they have a new thermal design that should solve the stability issues I was encountering. The K100 is tiny, uses the least energy, and runs the coolest… but is also the most expensive, and has no built-in eMMC. The Beelink is the most expandable, and is currently cheaper than the K100, but that’s a pre-sale price. And the extra drive slots means each drive only taps into one lane of bandwidth instead of two.
So if you’re in the market for a tiny homelab storage server, pick one based on your own requirements.
For me, I’m leaning towards the K100, but only if I can find a good deal on 4 TB NVMe SSDs, because I need at least 6 TB of usable space in a RAIDZ1 array.
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Read the original on www.jeffgeerling.com »
Today, the House passed the Senate’s version of the “One Big Beautiful Bill Act” (OBBBA), marking a significant overhaul to federal tax policy. The signing reflects a major pivot in legislative priorities toward domestic production and pro-business tax policy.
The new law restores 100% bonus depreciation, reinstates immediate expensing for U. S.-based R&D, terminates dozens of Inflation Reduction Act (IRA) clean energy programs, and permanently extends individual tax cuts. It also introduces fresh incentives for middle-class families and manufacturers with details outlined below.
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Read the original on www.kbkg.com »
Everything around LLMs is still magical and wishful thinking
Hacker News brought this gem of a comment in a yet another discussion about AI:
Much of the criticism of AI on HN feels driven by devs who have not fully ingested what is going with MCP, tools etc. right now as not looked deeper than making API calls to an LLM
As I responded, this is crypto all over again. If you dare question anything around AI, you’re just a clueless moron who hasn’t realised the one true meaning of things.
Another person chimed in with an astute observation:
The huge gap between the people who claim “It helps me some/most of the time” and the other people who claim “I’ve tried everything and it’s all bad” is really interesting to me.
The answer to this is easy, simple, and rather obvious. However, in an industry increasingly overwhelmed by magical, wishful thinking, I haven’t seen many people address this.
So why is there such a gap? Why do some people see LLMs as magical wish-granting miracles, and others dismiss as useless?
I’ve answered in the comments, and I’ll reproduce the answer here.
Because we only see very disjointed descriptions, with no attempt to quantify what we’re talking about.
For every description of how LLMs work or don’t work we know only some, but not all of the following:
Do we know which projects people work on? No
Do we know which codebases (greenfield, mature, proprietary etc.) people work on? No
Do we know the level of expertise the people have? No. Is the expertise in the same domain, codebase, language that they apply LLMs to? We don’t know.
How much additional work did they have reviewing, fixing, deploying, finishing etc.? We don’t know.
Even if you have one person describing all of the above, you will not be able to compare their experience to anyone else’s because you have no idea what others answer for any of those bullet points.
And that’s before we get into how all these systems and agents are completely non-deterministic, and what works now may not work even 1 minute from now for the exact same problem.
And that’s before we ask the question of how a senior engineer’s experience with a greenfield project in React with one agent and model can even be compared to a non-coding designer in a closed-source proprietary codebase in OCaml with a different agent and model (or even the same agent/model, because of non-determinism).
And yet, hype and magic have such a sway over our industry that seemingly a majority of people just buy in to whatever claim, however outrageous or truthful it is.
It’s especially egregious when it comes from “industry leaders” which just say things like this
I’ve been using Claude Code for a couple of days, and it has been absolutely ruthless in chewing through legacy bugs in my gnarly old code base. It’s like a wood chipper fueled by dollars. It can power through shockingly impressive tasks, using nothing but chat.
You don’t even select context. You just open your heart and your wallet, and Claude Code takes the wheel.
… As long as the bank authorizations keep coming through, it will push on bug fixes until they’re deployed in production, and then start scanning through the user logs to see how well it’s doing.
And yet there are 1.8k likes and 204 reposts.
So yeah. If you don’t turn off the part of your brain responsible for critical thinking and buy into the hype hook line and sinker, you’re a clueless moron who doesn’t understand the true meaning of things.
Wait. “What about you, the author?”, you may ask.
I’ve used most of the tools available under the sun in multiple combinations. I have side projects entirely designed by Vercel’s v0. I have a full monitoring app built in SwiftUI (I know zero Swift) with Claude Code. I create posters for events I host with Midjourney. I vibe-coded an MCP server in Elixir (but not in phoenix.new).
Like most skeptics and critics, I use these tools daily.
And 50% of the time they work 50% of the time.
It’s a non-deterministic statistical machine. When it works, it may feel like magic. But it’s neither magic nor is it engineering.
The whole discourse around LLMs assumes it’s strictly one of the two.
And here we are.
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Read the original on dmitriid.com »
It isn’t always or even usually the pioneers who reap the rewards of the trails they blaze. As often as not, some pragmatic Johnny-come-lately pops in to make off with the booty.
Such was the case in the MMORPG space in the late 1990s. There Ultima Online demonstrated that there was an audience for a persistent fantasy world where people could live out alternative existences together through the magic of the Internet. Yet it was another game called EverQuest that turned the proof of concept into a thriving business that enthralled hundreds of thousands of players for years on end, generating enormous amounts of money in the process. For, while the first-mover advantage should not be underestimated, there’s something to be said for being the second mover as well. EverQuest got to watch from backstage as Ultima Online flubbed line after line and stumbled over assorted pieces of scenery. Then, with a list in hand of what not to do, it was able to stride confidently onto center stage to a standing ovation. No one ever said that show business is fair.
EverQuest came to evince a markedly different personality than Ultima Online, but its origin story bears some uncanny similarities to that of the older rival it demolished. Like Ultima Online, EverQuest was born as a sort of skunk-works project within a larger company whose upper management really wasn’t all that interested in it. Like Ultima Online, EverQuest enjoyed the support of just one executive within said company, who set it in motion and then protected and nourished it like the proverbial mother hen. And like the executive behind Ultima Online, the one behind EverQuest plucked a pair of designers out of utter obscurity to help him hatch the egg.
Perhaps the most surprising aspect of the EverQuest origin story is the name of the company where it all went down: Sony Interactive Studios America. Suffice to say that, if you were to guess circa 1996 which publisher and studio would launch a market-transforming MMORPG later in the decade, Sony would not be high in your rankings. The Japanese mega-corp was flying high at the time, with a prominent footprint in most sectors of home electronics and mainstream entertainment, but it had hardly any presence at all on personal computers. The Sony PlayStation, launched in September of 1995 in North America and Europe, was on its way to becoming the most successful single games console of the twentieth century, a true mass-market cultural sensation that broadened the demographic for videogames and forever changed the way that the public perceived them. With a mainstream pile driver like that to hand, why should Sony want to waste its time with a wonky virtual world for nerds cosplaying as dwarves and mages?
It wound up doing so thanks to one man. At the beginning of 1996, John Smedley had been working for a few years as a producer at Sony Interactive, which focused almost exclusively on sports games for the PlayStation. Just 28 years old, Smedley already had a corner office with a view and a salary to match, as he and his colleagues rode the wave of the console’s incredible early success.
There was just one problem: Smedley didn’t particularly like sports, whether they happened to be played on the field or on the television screen. He had grown up as one of the kids that the jocks made fun of, the kind who walked to school every day with a Dungeons & Dragons rule book or two under his arm. It was only thanks to opportunism and happenstance that he had wound up helming projects aimed at gamers who worshiped John Madden rather than Gary Gygax. Now, he thought that the burgeoning Internet would soon make it possible to realize an old dream of 1980s nerds like him: that of playing Dungeons & Dragons online, whenever it suited you, instead of only when you could arrange to meet in person with five or so like-minded friends — assuming you even had such friends. He had a rough blueprint for how it might work, in the form of Neverwinter Nights, a game on America Online that let you effectively play one of the old single-player SSI Gold Box CRPGS over the Internet, taking a persistent character through a series of adventures with friends and strangers. It was limited in a thousand ways, but it was, so Smedley believed, the harbinger of a whole new category of game. And, after working for so long on games he really didn’t care about, he wanted to make one that he could feel passionate about.
Smedley took his idea to his boss Kelly Flock, the newly arrived head of Sony Interactive. It was a crazy thing to propose on the face of it, having absolutely nothing to do with anything the studio had ever done before nor any of the strategic priorities of the mother corporation; the PlayStation didn’t have any online capabilities whatsoever, meaning this game would have to run on personal computers. But Sony was flush with PlayStation cash and bravado, and Flock was apparently in a generous mood. He told Smedley that he could take $800,000 and hire a team to investigate the feasibility of his idea, as long as he continued to devote the majority of his time to his primary job of churning out crowd-pleasing sports games.
Those of you familiar with the tale of Ultima Online will recognize Sony Interactive standing in for Origin Systems, and John Smedley taking the role of Richard Garriott. EverQuest’s equivalent of Raph and Kristen Koster, who swept into Origin from the obscure world of textual MUDs to create Ultima Online in their image, was a pair of friends named Brad McQuaid and Steve Clover. They were programming automation and bookkeeping systems for a San Diego plant nursery during the early 1990s, working on a single-player CRPG of their own during their off hours. They called it WarWizard. Unfortunately, it was for the Commodore Amiga, a dying platform in North America. Unable to interest a publisher in a game in an unfashionable genre for a computer that was fast disappearing, they released WarWizard under the shareware model in 1993; the following year, they made an MS-DOS port available as well. By McQuaid and Clover’s own later reports, it garnered about 1500 registrations — not bad for a shareware game, but definitely not enough to let the friends quit their day job.
Undaunted, they pushed ahead with a WarWizard 2. Desperate for feedback, they uploaded a preview of the sequel to the Internet. On a lark, McQuaid appended a note: “We are releasing this demo as a business card of sorts, in order to introduce games publishers, developers, and investors to our company, MicroGenesis. If you have any question whatsoever, please contact Brad McQuaid.” This hopeful — not to say naïve — shot in the dark would would change both of their lives.
For one day not long after his meeting with his boss, John Smedley stumbled across the demo, thought it was pretty impressive for the work of two guys with a day job, noticed that the two guys in question were living in Sony Interactive’s hometown of San Diego, and decided to take them up on their offer and contact them. Thus Brad McQuaid picked up his phone one rainy evening to hear a Sony producer on the other end of the line, asking him and his partner to come visit him in his slick glass-walled office downtown. It seemed too incredible to be true — but it was.
So, McQuaid and Clover, feeling uncomfortable and thoroughly out of place, were ushered by a secretary past the PlayStations in the anterooms and the NFL and MLB posters lining the walls at Sony Interactive, to see the star producer in his native habitat. What did these people want with the likes of them, two scruffy misfits hustling to make a buck peddling turn-based monster-fighting games on the shareware market? Then, as soon as the door shut behind the secretary, they felt suddenly at home. John Smedley was, they learned to their relief, one of them: a kid who had grown up playing Dungeons & Dragons in his school’s cafeteria and Ultima on his Apple II. It turned out that Smedley didn’t want them to finish WarWizard 2 for Sony Interactive; he wanted them to make something even more exciting. He explained his vision of a CRPG that you could play online, and asked them whether they’d like to help him make it. They said that they would. Smedley now learned that McQuaid and Clover were, like the Kosters over at Origin, passionate MUDders as well as semi-professional single-player CRPG developers. They knew exactly what kind of experience Smedley was envisioning, and were overflowing with ideas about how to bring it to fruition. Smedley knew right then that he’d hit pay dirt.
McQuaid and Clover were hired by Sony Interactive in March of 1996. They then proceeded to spend about six months in a windowless office far less plush than that of John Smedley, creating a design document for the game that they were already calling EverQuest; the name had felt so right as soon as it was proposed by Clover that another one was never seriously discussed. Smedley insisted that the document describe the game down to the very last detail. Here we see a marked contrast to the development process that led to Ultima Online, which came into its own gradually and iteratively, through a long string of playable design prototypes. Smedley’s background as a producer of games that simply had to ship by a certain date — the National Football League was not likely to delay its season opener in order to give that year’s NFL videogame an extra week or two in the oven — had taught him that the best way to make software efficiently was to know exactly what you were intending to make before you wrote the first line of code.
At this point, then, we’re already beginning to see some of the differences in personality between Ultima Online and EverQuest emerge. The Kosters were idealists and theorists at heart, who treated Ultima Online almost as a sociological experiment, an attempt to create a virtual space that would in turn give birth to a genuine digital society. Smedley, McQuaid, and Clover, on the other hand, had less highfalutin ambitions. EverQuest was to be a place to hang out with friends and a fun game to play with them, full stop. The more grandiose of the dreams nursed by the Kosters — dreams of elections and governments, of a real economy driven by real people playing as shopkeepers, tailors, tour guides, and construction foremen, of a virtual world with a fully implemented natural ecology and a crafting system that would let players build anything and everything for themselves — were nowhere to be found in the final 80-page design document that McQuaid and Clover presented and Smedley approved in September of 1996. They all agreed that a blatantly artificial, gamified virtual world wasn’t a problem, so long as it was fun. In these priorities lay most of what would make their game such a success, as well as most of what idealists like the Kosters would find disappointing about it and the later MMORPGs that would mimic its approaches.
In both the broad strokes and many of the details, the thinking of McQuaid and Clover was heavily influenced by an open-source MUD toolkit called DikuMUD that had been released by a group of students at the University of Copenhagen in 1991. Its relationship to other MUDs foreshadowed the relationship of the eventual EverQuest to Ultima Online: DikuMUD was all about keeping the proceedings streamlined and fun. As the game-design theorist Flatfingers has written on his blog, “it emphasized easy-to-understand and action-oriented combat over other forms of interaction [and] simplified interactions down to easily trackable, table-driven statistics.” The simplicity and accessibility of the DikuMUD engine from the player’s perspective, combined with the equal ease of setting a new instance of it up on the server side, had made it the dominant force in textual MUDs by the mid-1990s, much to the displeasure of people like the Kosters, who preferred more simulationally intense virtual worlds. This design dialog was now about to be repeated in the graphical context.
Then, too, there is one other important influence on EverQuest that we can’t afford to neglect. While McQuaid and Clover were still working on their design document, they saw 3DO’s early, halfheartedly supported graphical MMORPG Meridian 59 go through beta testing. It convinced them that first-person 3D graphics were the way to go — another point of departure with Ultima Online, which clung to an old-school overhead third-person view, just like the single-player Ultima CRPGs before it. In the age of DOOM and Quake, McQuaid and Clover judged, nothing less than immersive 3D would do for their game. And so another keystone and differentiator fell into place.
With the design document completed, Smedley found a larger room to house the project in Sony Interactive’s building and slowly put a team into place around his two wunderkinds. Some of the programmers and artists who joined them were hired from outside, while others were moved over from other parts of the company as their current projects were completed. (It turned out that Smedley hadn’t been the only closeted nerd at Sony Interactive condemned to make sports games…) As the more outgoing and assertive of Smedley’s original pair of recruits, Brad McQuaid took the role of producer and day-to-day project lead, while Steve Clover became the lead programmer as well as designer. Perhaps the most important of the newcomers was Rosie Cosgrove (now Rosie Strzalkowski), the lead artist. She shaped the game’s visual aesthetic, a blending of the epic and the whimsical, full of bright primary colors and pastels that popped off the screen. Recognizing that photo-realism wasn’t going to be possible with the current state of 3D-graphics technology, she embraced the jankiness. The graphics would become just one more sign that EverQuest, in contrast to that other big MMORPG, was all about straightforward, even slightly silly fun, with no degree or interest in sociology required.
While the team was coalescing, they had the priceless opportunity to observe the successes and tribulations of their rival virtual world from Origin Systems, which, true to the iterative approach to game development, was conducting a series of small-scale public testing rounds. A watershed was reached in June of 1997, when Ultima Online conducted a two-month beta test, its biggest one ever and the last one before the game’s official release. Needless to say, everyone on the EverQuest team watched the proceedings closely. What caught all of the interested observers by surprise — not least the idealists at Origin Systems — was the quantity of players who found their fun neither as noble adventurers nor as shopkeepers, tailors, tour guides, politicians, or construction foremen, but rather as mass murderers, killing their fellow players the second they let their guard down. It ought to have been a five-alarm wake-up call for Origin, being the first indubitable harbinger of a persistent problem that would pave the way for EverQuest to replace its older, better credentialed rival as the MMORPG du jour. But they refused to countenance the obvious solution of just making it programmatically impossible for one player to kill another.
After Ultima Online launched for real in September of 1997, the developers behind it continued to struggle to find a way of addressing the problem of player murder without compromising their most cherished ideals of a fundamentally player-driven online society. They encouraged their citizens to form police forces, and implemented small changes to try to help the law-and-order contingent out, such as printing the names of those player characters who had killed at least five other player characters in scarlet letters. None of it worked; instead of a badge of shame, the scarlet letters became a badge of honor for the “griefers” who lived to cause chaos and distress. In his own words, Raph Koster put his players “through a slow-drip torture of slowly tightening behavior rules, trying to save the emergence while tamping down the bad behavior. The cost was the loss of hundreds of thousands of players.” After a wildly vacillating start, Ultima Online stabilized by mid-1998 at about 90,000 active subscribers. That wasn’t nothing by any means — on the contrary, it represented about $1 million worth of revenue for Origin every single month — but it nevertheless left a huge opening for another game that would be more pragmatic, less ideological, and by extension less murderous, that would be more focused on simple fun.
Steve Clover signed up for Ultima Online and logged on as soon as he could do so. His first hour in the world was much the same as that of countless thousands of players to come, many of whom would never log in again.
I created my own sword. I crafted my own armor and all that. I put all this stuff on, I head out to do some adventuring, and all of a sudden the screen starts slowing down. I’m like, oh, this is weird. What’s going on? And about a hundred guys run on screen and [beat] me to death, right?
I said, that will not happen in our game. That absolutely will not happen.
So, in the emerging parlance of the MMORPG, EverQuest would be strictly a “PvE,” or “player versus environment,” game, rather than a “PvP” game. The most important single key to its extraordinary success was arguably this one decision to make it literally impossible to attack your fellow players. For it would give EverQuest’s world of Norrath the reputation of a friendly, welcoming place in comparison to the perpetual blood sport that was life in Ultima Online’s Britannia. Perhaps there is some political philosophy to be found in EverQuest after all: that removing the temptation to commit crime serves to make everyone a little bit nicer to each other.
In the meantime, while Ultima Online was capturing headlines, the nascent EverQuest kept a low profile. It was seldom seen in the glossy gaming magazines during 1997 and 1998; the journal-of-record Computer Gaming World published only one half-page preview in all that time. Instead EverQuest relied on a grass-roots, guerrilla-marketing effort, led by none other than Brad McQuaid. He was all over the newsgroups, websites, and chat channels populated by hardcore MUDders and disgruntled refugees from murderous Britannia. One of his colleagues estimated that he spent half his average working day evangelizing, querying, and debating on the Internet. (Because McQuaid’s working days, like those of everyone else on the team, tended to be inordinately long, this was less of a problem than it might otherwise have been.) His efforts gradually paid off. EverQuest was voted Best Online Only Game by critics who attended the annual E3 show in May of 1998, despite having had only a backroom, invitation-only presence there. The people making it believed more than ever now that there was a pent-up hunger out there for a more accessible, fun-focused alternative to Ultima Online. They believed it still more when they moved into the public beta-testing stage, and were swamped by applicants wanting to join up. The last stage of testing involved fully 25,000 players, more than had participated in Ultima Online’s final beta.
In the midst of the run-up to launch day, John Smedley was plunged into a last-minute scramble to find a new home for his brainchild. Sony Interactive had by now been rebranded 989 Studios, a punchier name reflecting its ongoing focus on sports games. Meanwhile the Sony mother ship had begun questioning the presence of this online-only computer game at a studio whose identity was single-player PlayStation games. EverQuest would not be just another ship-it-and-move-on sports title; it would require a whole infrastructure of servers and the data pipelines to feed them, along with a substantial support staff to maintain it all and generate a never-ending stream of new content for the players. Considered in this context, the name of EverQuest seemed all too apropos. What did 989 Studios know about running a forever game? And was it really worth the effort to learn when there was so much money to be made in those bread-and-butter sports games? One day, Kelly Flock called John Smedley into his office to tell him that he couldn’t continue to feed and nurture his baby. If he wanted to keep EverQuest alive, he would have to find another caregiver.
Luckily, there was another division at Sony known as Sony Online Entertainment that was trying to make a go of it as an Internet gaming portal. Through a series of corporate contortions that we need not delve into too deeply here, Smedley’s skunk works was spun off into a nominally independent company known as Verant Interactive, with Sony Online as its chief investor.
All of this was happening during the fevered final months of testing. And yet, remarkably, the folks on the front lines were scarcely aware of the crisis at all; knowing that they had more than enough to worry about already, Smedley chivalrously shielded them from the stress that was keeping him awake at night. “I don’t remember a, ‘Hey, guys, we’re getting cancelled,’” says EverQuest “World Builder” — that was his official title — Geoffrey Zatkin. “What I remember is, ‘Hey, guys, we’re spinning out to our own studio. You’re no longer going to be Sony employees. You’re going to be employees of Verant Interactive.’” The best news of all was that Smedley was finally able to give up his hated sports games and join them full-time as the head of Verant.
EverQuest went live on March 16, 1999, a day that ought to go down in history as marking the end of the early, experimental phase of graphical MMORPGs and marking their arrival as a serious commercial force in gaming. To be sure, that original EverQuest client doesn’t look much like we expect a piece of polished commercial entertainment software to look today; the 3D view, which fills barely half the screen as a sneaky way of keeping frame rates up, is surrounded by garish-looking buttons, icons, and status bars that seemed to have been plopped down more or less at random, with a scrolling MUD-like text window that’s almost as large as the world view taking pride of place in the middle of it all. But at the time, it was all very cutting edge, making the MMORPGs that had come before it look positively antiquated in comparison. A late decision to require a 3D-accelerator card to even start the client had caused much debate at Verant. Would they be giving up too many potential subscribers thereby?
They needn’t have worried. A healthy 10,000 people signed up on the first day, and that pace was maintained for days afterward.
Like the worlds of Ultima Online and all of the early MMORPGs, EverQuest’s world of Norrath was actually many separate instances of same, each running on its own server that was capable of hosting no more than a few thousand players at one time. Verant had thought they were prepared for an onslaught of subscribers — the best of all possible problems for a new MMORPG to have — by having plenty of servers set up and ready to go. But they had failed to follow the lead of Ultima Online in one other important respect: whereas Origin Systems scattered their servers around the country, Verant ran all of theirs out of a single building in San Diego. As urban legend would have it, EverQuest consumed so much bandwidth after its launch that it disrupted Internet connections throughout the city, until more cables could be laid. This is almost certainly an exaggeration, but it is true that the pipes going directly into Verant’s offices at least were woefully inadequate. Everyone scrambled to address the emergency. John Smedley remembers “personally logging into the Cisco routers” to try to tweak a few more bytes worth of throughput out of the things: “I could actually work with the Versatile Interface Processor cards almost as well as any of our network engineers at the time.” Again, though, too many customers is always a better problem to have than the alternative, and this one was gradually solved.
Computer Gaming World didn’t publish its EverQuest review until the July 1999 issue. This was a surprisingly late date, even given the standard two-month print-magazine lead time, and it pointed to the emerging reality of the glossy magazines becoming estranged from their traditional readership, who were now getting more and more of their news and reviews online, the same place where they were doing more and more of their actual gaming. Nevertheless, Thierry Nguyen’s belated review for the magazine was a fair and cogent one, especially in the inevitable comparison with Ultima Online — and in another, less inevitable comparison that makes more sense than you might initially think.
Ultima Online is a world simulation; EverQuest is a social hack-and-slash. Ultima Online has more freedom built into it, and you can actually make a living off of trade skills. EverQuest is more about sheer adventure and combat, and the trade skills are useful, but you can’t really be a tailor or a baker.
EverQuest is the Diablo of 1999. An odd comparison, you say? Well, here’s how they’re alike: they both offer a very simple premise (“go forth and thwack many creatures to gain levels and loot”), and despite this simple premise (or maybe because of it), they’re both damn addictive and fun.
Diablo in a vastly larger, truly persistent world really isn’t a terrible way to think about EverQuest. While the folks at Origin Systems expected their players to make their own fun, to see what lay behind yonder hill for the sake of the journey, Verant gave theirs a matrix of pre-crafted quests and goals to pursue. While Ultima Online’s world of Britannia belonged to its inhabitants, EverQuest’s world of Norrath belonged to Verant; you just got to play in it. Happily for everybody, doing so could be a lot of fun. Sometimes the most delicious sort of freedom is freedom from responsibility.
By October of 1999, EverQuest had more than 150,000 subscribers, leaving Ultima Online in its dust. Raph Koster believes, probably correctly, that this trouncing of his own virtual world was driven as much by the “safety” of having no players killing other players as it was by EverQuest’s trendy 3D graphics. Ultima Online would finally relent and open safe servers of its own in 2000, but that was bolting the gate after the mounted murderers had already galloped through.
That same October of 1999, Microsoft launched Asheron’s Call, another 3D MMORPG that prevented its players from killing other players. Yet even with all of the ruthless marketing muscle and the massive server infrastructure of the biggest monopoly in technology behind it, it never came close to rivaling EverQuest in popularity. It would be a long time before any other virtual world would. By the end of 2000, EverQuest was closing in on 350,000 subscribers. The following year, it hit 400,000 subscribers. Its growth then slowed down considerably, but still it did not halt; EverQuest would peak at 550,000 subscribers in 2005.
In May of 2000, Verant Interactive’s brief-lived period of nominal independence came to an end, when the spinoff was absorbed back into Sony. Soon after, the old Sony Online Entertainment subsidiary was shut down, having failed to set the world on fire with its own simple online games based on television game shows like Wheel of Fortune and Jeopardy!, and Verant appropriated its name.
In addition to charging its subscribers a recurring fee of $10 per month, this new edition of Sony Online discovered a valuable secondary revenue stream in boxed expansion packs for EverQuest. No fewer than ten of these were released between 2000 and 2005, introducing new regions of Norrath to explore, new monsters to fight, new races and classes to fight them as, new spells to cast, and new magic items to collect, whilst also refining the graphics and interface on the client side to keep pace with competing MMORPGs. Some argued that a paying customer was reasonably entitled to expect at least some of this additional content and refinement to be delivered as part of the base subscription package. And indeed, those looking for a measure of poetic justice here were perchance not entirely deprived. There is reason to suspect that all these expansions began in time to act as a drag on the game’s growth: the need to shell out hundreds of dollars and carry home a veritable pile of boxes in order to become a fully vested citizen of Norrath was likely one of the reasons that EverQuest’s growth curve leveled off when it did. Sony Online could still profitably sell expansions to the faithful, but those same expansions made the barrier to entry higher and higher for newcomers.
Still, the fact remains that EverQuest was for six years the most popular MMORPG of them all, in defiance of a gamer culture whose appetite for novelty was notorious. There was no shortage of would-be challengers in its space; by a couple of years into the new millennium, scarcely a month went by without some new MMORPG throwing its hat into the ring. And small wonder: to publishers, the idea of a game that you could keep charging people for was tempting to say the least. Some of the newcomers survived, some even thrived for a while with subscriber counts as high as 250,000, but none came close to matching EverQuest in magnitude or longevity. A virtual world like Norrath had a peculiar stickiness about it that wasn’t a factor with other types of games. To leave EverQuest and go play somewhere else meant to leave behind a character you might have spent years building up, and, even more poignantly, to leave behind an entire circle of online friends that you had assembled over the course of that time. This was a tough pill for most people to swallow, no matter how enticing Arthurian Britain, the galaxy far, far away of Star Wars, or a world out of Japanese anime might sound in comparison to the fairly generic, cookie-cutter fantasy world of Norrath.
The huge numbers of subscribers led to knock-on effects that EverQuest’s developers had never anticipated. Within months of the game’s launch, enterprising players began selling in-world loot on sites like eBay; soon the most successful of these virtual auctioneers were making thousands of dollars every month. “What’s crazy? Me playing for twelve hours a day or someone paying real money for an item that doesn’t exist?” asked one member of this new entrepreneurial class who was profiled in The Los Angeles Times. “Well, we’re both crazy. God bless America.”
A journalist named R. V. Kelly 2, who had never considered himself a gamer before, tried EverQuest just to see what all the fuss was about, and got so entranced that he wound up writing a book about these emerging new virtual worlds.
This isn’t a game at all, I realized. It’s a vast, separate universe. People explore here. They converse. They transact business, form bonds of friendship, swear vows of vengeance, escape from dire circumstances, joke, fight to overcome adversity, and learn here. And it’s better than the real world because there are no physical consequences for making mistakes. You can derive the same sense of satisfaction for doing things well that you find in the real world, but you don’t suffer any pain or anguish when you fail. So, the game contains most of the good found in real life, but none of the bad.
Yet there were also dangers bound up with the allure of a virtual world where failure had no consequences — especially for those whose real lives were less than ideal. On Thanksgiving Day, 2001, a young Wisconsinite named Shawn Woolley was discovered by his mother sitting in front of his computer dead, the rifle he had used to shoot himself lying nearby. The monitor still displayed the EverQuest login screen. He had been playing the game rabidly for months, to the exclusion of everything else. He’d had no job, no studies, no friends in the real world. He’d effectively uploaded his entire existence to the world of Norrath. And this had been the result. Had his lonely isolation from the world around him come first, or had EverQuest caused him to isolate himself? Perhaps some of both. One can’t help but think of the classic addict’s answer when asked why he doesn’t give up the habit that is making his life miserable: “Because then I’d have no life at all.” It seemed that this was literally true — or became true — in the case of Shawn Woolley.
This tragedy cast numbers that Sony Online might once have been proud to trumpet in rather a different light. Not long before Woolley’s death, one Edward Castronova, an associate professor of economics at California State University, Fullerton, had conducted a detailed survey of the usage habits of EverQuest subscribers. He found that the average player spent four and a half hours in the game every day, and that 31 percent played more than 40 hours every week — i.e., more than a typical full-time job. Surely that couldn’t be healthy.
Widespread coverage of the the death of Shawn Woolley ignited a mainstream conversation about the potentially detrimental effects of online videogames in general and EverQuest in particular. A father was reported to have smothered his infant son without realizing it, so distracted was he by the world of Norrath on his computer screen. A couple was reported to have left their three-year-old behind in a hot car to die, so eager were they to get into the house and log into EverQuest. Parents said that their EverQuest-addled children behaved “as if they had demons living inside them.” Wives told of life as EverQuest widows: “I do not trust him [to be alone] with our daughter, simply because when I am here she will be crying and he will not do anything about it.”
The stories were lurid and doubtless quite often exaggerated, but the concern was valid. Unlike the debates of the 1980s and 1990s, which had principally revolved around the effects of videogame violence on the adolescent psyche and had relied largely on flawed or biased studies and anecdotal data, this one had some real substance to it. One didn’t need to be a Luddite to believe that playing a single videogame as much as — or to the exclusion of — a full-time job couldn’t possibly be good for anyone. Elizabeth Woolley, the mother of Shawn Woolley, became the face of the Everquest opposition movement. She was certainly no Luddite. On the contrary, she was a computer professional who had laughed at the hearings on videogame violence conducted by Joe Lieberman in the United States Senate and likewise dismissed the anti-game hysteria surrounding the recent Columbine school shootings that had been carried out by a pair of troubled DOOM-loving teenagers. All that notwithstanding, she saw, or believed she saw, a sinister intentionality behind this addictive game that its own most loyal players called EverSmack or EverCrack: “I know the analysis that goes into a game before they even start writing the code; everything is very intentional. And people would go, ‘Ah, that’s so funny, how addicting.’ And I’m like, no, it’s not funny at all.”
She wasn’t alone in vaguely accusing Sony Online of being less than morally unimpeachable. According to one reading, popular among old-school MUDders, the EverQuest team had co-opted many of the ideas behind MUDs whilst tossing aside the most important one of all, that of a truly empowered community of players, in favor of top-down corporate control and deliberate psychological manipulation as a means to their end of ever-increasing profits. One of the earliest academic treatments of EverQuest, by Timothy Rowlands, posits (in typically tangled academic diction) that
from the outset, EverQuest’s designers, motivated by profit, were interested in trying to harness (read co-opt, commoditize) the sociality that had made the virtual worlds of MUDs so successful. Resisting the linearity of older single-player games in which the players move their avatars through a series of predetermined levels, MMOs present a space in which the hero narrative, predicated upon the potential for climax — though present in the form of quests and the accumulation of avatar capital — is ultimately unrealizable. Because the aim is to keep subscribers playing indefinitely, even the arbitrary end points (level caps) are without closure. In Campbellian language, there can be no epiphany, no moment of apotheoses as the hero overcomes his trials…
For me, the existential hamster wheel described by Rowlands — himself a recovering EverQuest addict — smacks a bit too much of the life I lead offline, the one that comes down to, to paraphrase Roy Rogers, just one damn thing after another. Combine this with my awareness of the limitations of online socializing, and we can perhaps begin to see why I’ve never been much interested in MMORPGs as a gamer. Literary type that I am, if offered a choice between a second life on the computer and an interactive story of the kind that I can actually finish, I’ll take the story — the one with the beginning, middle, and end — every single time. I can’t help but think that I may have been lucky to be born with such a predilection.
Lest we be tempted to take all of this too far, it should be noted that EverQuest in its heyday was, however psychologically perilous it might or might not have been, a potential problem for only a vanishingly small number of people in relation to the population as a whole: by the metrics of television, movies, or even others forms of gaming, 550,000 subscribers was nothing. Nevertheless, the debates which EverQuest ignited foreshadowed other, far more broad-based ones to come in the fast-approaching epoch of social media: debates about screen time, about the grinding stress of trying to keep up with the online Joneses, about why so many people have come to see digital spaces as more attractive than real ones full of trees and skies and flowers, about whether digital relationships can or should ever replace in-person smiles, tears, and hugs. Meanwhile the accusations of sinister intent which Elizabeth Woolley and Timothy Rowlands leveled against EverQuest’s designers and administrators were, even if misplaced in this case, harbingers of games of the future that would indeed be consciously engineered not to maximize fun but to maximize engagement — a euphemism for keeping their players glued to the screen at all costs, whether they wanted to be there in their heart of hearts or not, whether it was good for them or not.
By the time those subjects really came to the fore, however, EverQuest would no longer be the dominant product in the MMORPG market. For in 2004, another game appeared on the scene, to do to EverQuest what the latter had done to Ultima Online half a decade earlier. Against the juggernaut known as World of Warcraft, even EverQuest would battle in vain.
Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.
Sources: The books EverQuest by Matthew S. Smith, Video Game Worlds: Working at Play in the Culture of EverQuest by Timothy Rowlands, Synthetic Worlds: The Business and Culture of Online Games by Edward Castronova, Gamers at Work: Stories Behind the Games People Play by Morgan Ramsay, Legend of the Syndicate: A History of Online Gaming’s Premier Guild by Sean Stalzer, Postmortems: Selected Essays Volume One by Raph Koster, Massively Multiplayer Online Role-Playing Games: The People, the Addiction, and the Playing Experience by R. V. Kelly 2, and The Age of Addiction: How Bad Habits Became Big Business by David T. Courtwright. Computer Gaming World of December 1997, July 1999, and June 2000; Retro Gamer 263.
Online sources include “Better Together: Stories of EverQuest“ by David L. Craddock at ShackNews, “The Game Archaelogist: How DikuMUD Shaped Modern MMOs” by Justin Olivetti at Massively Overpowered, and “Storybricks + DikuMUD = Balance in MMORPGs” at Flatfingers’s theory blog. The truly dedicated may want to listen to aLovingRobot’s 50-plus hours (!) of video interviews with former EverQuest developers. And, although it’s quite possibly the most insufferable thing I’ve ever watched, the documentary EverCracked has some interesting content amidst the constant jump cuts and forced attempts at humor.
Where to Play It: EverQuest is not what it once was in terms of subscriber numbers, but it’s still online under the stewardship of Darkpaw Games, a sort of retirement home for aged MMORPGs.
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Baba is You is a sokoban puzzle game where the rules themselves have to be manipulated to win. (For the uninitiated, the store page should explain the idea best.) The level of abstraction required to solve most levels makes it a formidable reasoning benchmark, with many reasoning steps being completely orthogonal to other tasks out there. The game is turn-based, meaning the number of turns required to solve a level naturally serves as a more fine-grained metric beyond accuracy.
This renders Baba is You quite similar to the proposed ARC-AGI-3 benchmark, scheduled for release in 2026. Except it already exists! That is, however, also the main problem for using it as a serious benchmark: The solutions for the main game are out there in both text and image form. Luckily though, if that ends up being a problem, there is also a wealth of clever and high-quality levels, and even level packs with entirely new mechanics, created by players. Those mostly don’t have a solution published online.
Inspired by Claude plays Pokémon and the Factorio Learning Environment, in this devlog we’ll turn Baba is You into a demo version of Baba is Eval.
Be it Factorio or ARC-AGI, usually current multimodal models still do best with a text-representation of the 2D world. Screenshots are often less helpful. Therefore, we need to implement (1) fetching the game state into the language model context. Then, (2) the model should be able to control the level, which involves only the principal actions left, right, up, down, undo and reset. Ideally, this would be faster than a human takes to input. We’ll also want (3) menu navigation to completely automate the state management.
Humans interact with the game visually, so the first thought might be to read it in via a vision model. In the case of Baba is You though, it pays off to look at the game files exposed to us. Opening the game files, we see the binary size itself is only 8MB. Quite a bit of game logic is implemented in plaintext Lua scripts, extending the base engine Multimedia Fusion 2. The game even defines hooks to be used by mods, which fire on events like “level_start”, which is perfect for us.
Out of all exposed functions (documentation), we find two that allow I/O: MF_read(storage(str), group(str), item(str)) -> result(str) and MF_store(storage(str), group(str), item(str), value(str)). These write to one of four predefined storage files (such as “level”), in an INI format with sections delineated by [group] followed with key=value pairs on each new line.
To actually get the current game state, there luckily is a function MF_getunits() -> {fixed(int)}. This returns a table of objects that, as inferred by other uses in the source code, can be deserialized with mmf.newObject, then yielding a Lua object table containing all the entities in a level. While the entities’ fields aren’t accessible, through other instances in the code we can tell it has properties UNITNAME, XPOS, YPOS, ZPOS. We can now construct a table of all the elements in a level and put that in the context. We also need a way to signal when the game has been won, which can be recorded in the level_won mod hook.
We set up a Python MCP server. It gets a tool to displays this information. On every state change, we serialize the table from Lua, then read it in on demand with configparser from Python. Because language models aren’t that best at spacial reasoning from coordinates, we would want to print a grid with all the entities. We also need to find out the bounds of the level, which are conveniently already loaded in a global variable in Lua (roomsizex). For multiple entities on top of each other at the same X,Y-position, we print them in the same cell ordered by their Z value (“z99>z1”). Although it matters in some levels, we ignore the direction of an object.
Let’s take a look at a small level to demonstrate, “Lake-Extra 1: Submerged Ruins”. If you like, you can assume the role of the LLM and come up with a solution, if you happen to know the game already. It’s quite tricky, but possible, to solve it without trial and error.
y/x| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
1 | | | | | | | | |wall |wall |wall |wall |wall |wall |wall
2 | | | |baba | | | | |rock | | |text_crab|text_flag | |wall
3 | | |text_baba|text_is|text_you| | | |wall | | |wall |text_is |text_is |wall
4 | | | | | | | | |wall | | |wall |text_defeat|text_win|wall
5 | | | | |wall |wall |wall |wall |wall | | |wall |wall |wall |wall
6 | | | | |wall | | | |wall | | | | | |wall
7 | | | | |crab |crab |flag | |wall | |text_rock|text_is |text_push | |wall
8 |text_wall|text_is|text_stop|wall |wall | | | |wall | | | | | |wall
This looks like a surprisingly comfortable format to play the game even as a human, which is a good sign.
We could simulate key presses, but that’s a bit boring and slow, especially in comparison to a direct call from code. In syntax.lua, we find command(key,player_), which gives access to the four movement directions and restart. There is also undo() in undo.lua.
The problem is how to call these asynchronously. Maybe there is some way to define a new hook, but I found only the following ugly method. In the always mod hook, we attempt to open a new command Lua file, and execute its contents if it exists. From the server, we know what the Lua backend is looking for and asynchronously write to that file when the language model has decided on commands. This gives high latency of 50-150ms per list of commands read, but at least the commands themselves are executed nearly instantly one after the other, much faster than keypresses.
Manually solving the level we looked at above, we find a solution rrrrrrddddrrrrdldllluuuuurulllllllrrrrrrddddddrrruldlluuuuurullllllrrrrrrddddrdldluuuuurulllllullldlllllddlldluldddrruldlluurddddldrrrrrlluuurrrruurrrrllllllullld, where each letter stands for left, right, up or down, giving 324 bits. Executing this via MCP, the result is:
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Did you catch what happened? The screen capture frequency is not fast enough to get even a single in-between frame, but the game graphics themselves are even slower. Apparently the true position and current screen space position are interpolated to get the next frame, so for 12 frames or so we can see all entities move from their initial to the final position in a straight line.
This is a surprisingly hard part of the problem. The Lua-side code for level selection is sparse and complicated, so to save some development time and add a cool visual effect, we enter levels with the same input functionality to navigate on the map, then simulate two enter presses with pyautogui. This further uglifies the solution, especially because simulated inputs are seemingly quite unreliable.
We use Claude Desktop as the demo client, again mainly for visual effect. It feels so weird to have a consumer-facing app do things like this. We also get some basic tool call prompting (and context management?) for free, which is very helpful. We also implement a help function in the MCP so that the model can get an explanation for the game rules and keywords, in case it doesn’t know.
Claude 4 is pretty bad at this. It can reliably solve level 0, where the solution is inputting “right” 8 times. Beyond that though, it struggles with all component subtasks of even the first levels: Keeping track of the rules, identifying blocked paths, planning, getting input patterns correct, keeping track of the win condition, identifying a lost game, coming up with rules to try, identifying rules that need to be broken, et cetera. It’s François Chollet’s insight playing out live. This is why the video of Claude solving level 1 at the top was actually (dramatic musical cue) staged, and only possible via a move-for-move tutorial that Claude nicely rationalized post hoc.
Reasoning models like o3 might be better equipped to come up with a plan, so a natural step would be to try switching to those, away from Claude Desktop. This would also enable more sophisticated context management, which is needed because for more complicated, larger levels the game states would start using too many tokens. A more dense representation of the game state, specifically for tokenizers instead of humans, e.g. with less whitespace, could also help. Finally, as with the Factorio Learning Environment, maybe the input space can be abstracted with, say, a move_to() tool. Only for some levels, like those containing PULL and MOVE, full control is really needed.
Baba is You any% is still a while off. If you’d like to keep an eye on the progress bar for it, and maybe try your hand at developing it, you can head over to the repo for this project. I anticipate that many readers will have ideas on how to do this much better than the above.
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This post is an excerpt from my forthcoming book (and builds on a couple paragraphs in my original post on agency). I’ll be running a few excerpts here in the next couple months, in hopes of getting feedback on the kinds of content people are excited to see in the book (which is a signal about what to expand or scale back). Let me know what you think!
Fear of being temporarily low in social status stops human beings from living richer lives to an unbelievable degree.
It happens on the micro scale, when a dance party doesn’t get started because nobody wants to be the first person on the dance floor. It’s fascinating: When I see someone alone on a dance floor, letting loose, it’s clear that they’re not doing anything wrong. Even if they’re not dancing well, they’re doing a public service by inviting other people to join them. But most of us hesitate to be that person.
It happens on the scale of decades, when somebody dreams of becoming a songwriter but doesn’t ever write a full song, because they’re afraid of confronting their current lack of skill. They would rather be hypothetically good at songwriting — talented in their imaginary world — than actually bad on the way to being actually good.
When you start learning or doing almost anything interesting, you will initially be bad at it, and incur a temporary penalty in the form of looking a little dumb. You will probably sound awful at your first singing lesson. If you publish writing on the internet, your first piece will not be your best work.
My husband calls this the “Moat of Low Status,” and I have gleefully stolen the phrase because it’s so useful. It’s called a moat because it’s an effective bar to getting where you’re trying to go, and operates much like a moat in the business sense — as a barrier to entry that keeps people on the inside (who are already good at something) safe from competition from the horde of people on the outside (who could be).
The Moat is effective because it’s easy to imagine the embarrassment that comes from being in it. It’s so vivid, it looms so large that we forget the novel upsides that come from transcending it. Easy to imagine the embarrassment from your first months of singing lessons, because you’ve faced embarrassment before. Harder to imagine what you’ll sound like as a trained singer, because that’s never happened to you before.
“Learn by doing” is the standard advice for learning something quickly, and it’s what I try to follow. But it’s hard to learn by doing unless you first learn to love the Moat. It’s embarrassing to learn by doing, whether you are trying to learn a language by embedding yourself with native speakers or learning to climb by falling off a wall at the gym over and over again.
As a result, people often engage in theoretical learning even in domains where experiential learning is obviously faster. I encountered this in becoming a professional poker player. In poker, it’s possible to improve via theoretical learning — there’s lots of online content that you can passively absorb, and some of it is useful. But you really can’t become a successful player without playing a lot of hands with and in front of other players, many of whom will be better than you.
How do you get over the aversion, so you can get to the other side of the Moat?
My years of splashing around
I have often found it to be the case that the cruelty of others has done for me what I could not do for myself.
I experienced this in grade school, when the derision of other kids and teachers alike taught me to be self-contained and keep my own counsel, because there was no winning with them. This is how I learned I could be lonely and strange, and people could see it, and the world wouldn’t turn to ash.
I experienced it again in college, when I got doxxed on a pre-law message board and my appearance was picked apart by a bunch of trolls. This is how I learned that other people could notice the things I didn’t like about the way I looked, and gossip among themselves about them, and the world wouldn’t turn to ash.
Poker was the next level for this, because I so desperately wanted to be seen as good and clever — but the thing is, a lot of people hated me in poker. I’d made it a personal mission (in the pre-woke era) to draw attention to the poor way women were sometimes treated in the extremely male environment, which won me plenty of fans (unironically) and plenty of fans (ironically). So every time I played a hand badly, I knew one of the pros at the table might text their group chats about it, or put it on Twitter.
I didn’t exactly emerge unscathed from that environment — truth be told, I went a little crazy from all the attention. But I committed myself to the messy process of learning by doing, nevertheless. I got comfortable asking better players stupid questions, and improved much faster because I could benefit from their experience. I got comfortable misplaying hands on television, and got to benefit from the experience of the whole internet.
And I learned that people whose admiration I actually wanted could see me eat shit, and say so, and the world wouldn’t turn to ash.
Okay, but really, short of traumatizing yourself, how can you learn to thrive in the Moat, so you can experience the glorious upside?
The true secret is that getting over it means resolving yourself to not really getting over it. Unless you are truly emotionally strange, being in the Moat will hurt somewhat. You will feel embarrassed. There’s not a shortcut.
I realize this isn’t what self-help advice is supposed to sound like — I’m supposed to be able to offer you One Weird Trick for never feeling the sting of humiliation, a way to override the eons of evolutionary history that tell you it’s very bad to look weak in front of others.
But it’s not like that. I’ve written before about a hand I played so badly that there were news stories about it, but when I think back on it, I don’t actually remember the stories or the tweets or any of that. Instead, I remember the look on Christoph Vogelsang’s face when I flipped over my cards. It was a look that said, very plainly, “I have clearly overestimated you.” Sometimes, no matter how much you reconcile yourself to humiliation, it still pierces you to your core.
The One Weird Trick is … you just do the thing anyway. And the world doesn’t turn to ash.
I don’t want to sound totally grim here — there are certainly silver linings and mitigations. For instance, it’s my experience that embarrassment and excitement are closely related. As we get older, our lives become increasingly routine, if we let them. We get more constrained and repetitive in our actions, and, as a result, our days get less memorable. We barely see life because we’re so good at walking the path of least embarrassment.
When you step into the Moat of Low Status, you also step away from the grinding of normalcy. On your first day of dance class, you don’t know how to move your body. Isn’t that exciting? You don’t know how to move your body. This thing you’ve been lugging around is now a whole new vehicle — it might move like a frenzied wolverine, or an indifferent spatula.
When you get past the flush of embarrassment in your cheeks, you might notice that you’re in a state of heightened awareness, with brighter colors and sharper lines. You’ve re-entered the state of childlike wonder where you don’t have adult concepts to mediate reality, what William James called “blooming, buzzing confusion.” Shame can be a golden ticket.
However, all this excitement can get overwhelming if you don’t have tools to deal with it. Here are some tactics that I find useful when I’m deep in the Moat:
* Attempt the basic move of mindfulness meditation: get curious about the tingling feeling of embarrassment in the body, rather than your mental stories about it or reactions to it. See if you can welcome it. Curiosity inverts resistance.
* Remind yourself that embarrassment is simply the feeling of breaking the rules, and you want to break your previous rules.
* Visualize the larger purpose. Yes, you have this feeling now. But it’s just one frame of the movie, part of the drama. The rest of the story involves you using your hard-won knowledge to live a fantastically interesting life.
And then there’s the real thing that gets me to do a lot of things I don’t want to do:
* Imagine the advantage you’ll have over all the people who let shame slow them down.
But none of these tactics will banish the feeling. You will still have to move through it.
In recent years, shifting from poker to biotech to philanthropy has meant repeatedly confronting situations in which I am the least-informed person in the room, at least in terms of domain-specific knowledge. Every time, I’ve had to reconcile myself to months of being a relative dumbass in a room full of experts, constantly asking them to explain basic concepts or terminology, exposing myself as not possessing knowledge they all take for granted.
I don’t always adore this. But I know this is what skill acquisition feels like. I know there’s no skipping the hot flush of embarrassment, or the blooming, buzzing confusion of newness. And I know there’s no one moment when those feelings dissolve into the assurance of mastery — but I know they do, gradually, eventually, slowly and then all at once. So, soon I’ll be good at this. I’ll be through the Moat. Then, I’ll find another one, hold my breath for just a moment, and jump in.
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Read the original on usefulfictions.substack.com »
“We’re long past the days when it was possible to simply say “no” to corporate stalking without consequence. Today, when we say “no”, we get punished for it. But that only goes to show WHY, more than ever, we should be saying “no”.”
Google Tag Manager. It’s a product which, by design, cloaks a range of the Internet’s most invasive and unethical scripts in an opaque closet, then springs them out in disguise. Combining immense power with obfuscation and vast scale of use, Google Tag Manager is the WWW’s single most destructive tool to public privacy and online ethicism.
And it’s getting worse. Google is now driving Tag Manager into the first-party domain, switching from third-party to first-party cookie usage, for example. Whilst this may look like a warm-hearted bid to increase privacy protection for the public, it’s really just part of Google’s relentless string of attempts to circumvent third-party content-blocking by shifting surveillanceware into a first-party container.
This probably also explains why Google has not sought to prevent site admins from running Tag Manager on the server-side, despite such practices technically breaching this line in the Tag Manager ToS…
“You agree not to… interfere with or circumvent any aspect of the Service;”
I’ll come to the burning issue of server-side GTM usage in due course, but don’t worry, there are solutions…
Whilst Google would love the general public to believe that Tag Manager covers a wide range of general purpose duties, it’s almost exclusively used for one thing: surveillance. Tag Manager’s close link with Google Analytics has ballooned the level of intrusion we now face across the bulk of the Web, as well as making Google Analytics more covert and more resistant to blocking.
Making Google Analytics harder to block was fairly evidently not part of Tag Manager’s original brief upon launch, circa 1st October 2012. The goal back then was probably just to put Google’s finger on the pulse of third-party people-profiling strategies and maintain the giant’s ad-tech dominance on a classic knowledge-is-power basis.
“Using this blocking method, GTM will run if it’s on the server-side, but none of the scripts it launches will work.”
Conversely, Tag Manager’s now inseparable companion, Google Analytics 4, was born at a time when content-blocking (as opposed to just ad-blocking) was going mainstream. With the proportion of people blocking at least some form of third-party surveillanceware estmitated to be heading for 40%, Google Analytics was under existential threat. In this light, GA4′s orientation towards Tag Manager definitely did appear to be an attempt to sidestep content-blocking, and hide Google Analytics in a more general container which most of the public would not identify as a harbour for surveillanceware.
A general container which content-blockers with weak algorithms notably do not block. And which can evade blocking altogether if relocated to the first-party domain.
But thinking positively, our takeaway should be: Google recognises that we, the great, content-blocking public, have successfully rendered the old, Universal Google Analytics unfit for purpose. UGA is being deprecated next year. That’s right - we won a battle against Google! Our next challenge is to kill off UGA’s replacement - Google Analytics 4 + Tag Manager - in the same way.
That will be harder, because the new system can punish those who incapacitate it. So is it worth the bother?…
Definitely! And here’s why…
Once upon a time, Google Analytics existed as a simple means to record website traffic volume and generalised user behaviour, so as to determine which content performed the best, and offer pointers on improving the appeal of future content.
Not anymore. Used in conjunction with Tag Manager, Google Analytics now offers scope for much more detailed behaviour-monitoring. As a result, it’s commonly used to uniquely identify individual people, engage them in experiments, build dossiers on them, analyse those dossiers for psychological vulnerabilities, and then exploit those vulnerabilities unethically, for profit. Let’s be clear. That’s what Google Analytics is now about.
“Tracking is not only getting more aggressive - it’s also getting more sneaky. We don’t know where the tracking utility will be located, so we can’t rely on URL-based block-lists.”
In times past, there was a barrier to entry into this field, since only the site admins serious enough to hire cutting-edge developers could turn a website into a hardcore surveillance machine. But Google Tag Manager now makes the integration of powerful spyware into such a straightforward DIY task, that any random half-ass who decides to open a website can build, exploit and/or sell detailed dossiers on real people. Tag Manager has not reduced the barrier to entry. It’s completely removed it.
The GA4 + Tag Manager combo records page scrolling, mouse clicks, mouse movements, screen touches, key taps, media engagements - any movement you make on the page, basically. It also times visits and attention spans a lot more accurately than the old Google Analytics. Coupled with your identity - also monitored by Google Analytics - this type of lab-ratting is obviously a licence to exploit psychological traits. Mental health issues, even.
Meanwhile, Google Tag Manager is regularly popping up on Government sites. This means not only that governments can study you in more depth - but also that Google gets to follow you into much more private spaces.
The more of us who incapacitate Google’s analytics products and their support mechanism, the better. Not just for the good of each individual person implementing the blocks - but in a wider sense, because if enough people block Google Analytics 4, it will go the same way as Universal Google Analytics. These products rely on gaining access to the majority of Web users. If too many people block them, they become useless and have to be withdrawn.
This has become a burning question of the moment.
Used as supplied, Google Tag Manager can be blocked by third-party content-blocker extensions. uBlock Origin blocks GTM by default, and some browsers with native content-blocking based on uBO - such as Brave - will block it too.
Some preds, however, full-on will not take no for an answer, and they use a workaround to circumvent these blocking mechanisms. What they do is transfer Google Tag Manager and its connected analytics to the server side of the Web connection. This trick turns a third-party resource into a first-party resource. Tag Manager itself becomes unblockable. But running GTM on the server does not lay the site admin a golden egg…
“Block cookies. All of them. Third-party and first. Some third-party cookies are now masquerading as first-party cookies, which means they’ll still function if you only block third-party.”
True: technically, we cannot block something in the browser if it doesn’t run in the browser. If it’s running on a remote server we can’t reach it.
But equally, we have a switch that the surveillance-crazed website cannot reach. If we essentially cut off the power at our end of the connnection, the tentacles of the surveillance system will fail to extract their detailed information. The tracker can thus only gather limited data. Tag Manager itself is only a launcher. Without the tentacles it fires up, it’s useless.
The power supply that fuels almost all of Tag Manager’s tentacles - including Google Analytics - is JavaScript. So if you universally disable JavaScript, you destroy most of Tag Manager’s surveillance potential.
When you universally disable JavaScript, you’re killing keyloggers, mouse-monitors, service workers, a huge range of fingerprinting tools, and an unthinkable number of other aggressive spyware routines. And disabling JavaScript even hits first-party trackers. That protects you against third-party scripts running from the website’s own server, in cases where the functionality of those scripts necessarily happens on the client-side.
“Admins whose static pages won’t work without JavaScript are really just telling on themselves.”
As an example, let’s say a site wanted to run extensive Google Analytics 4 assessments and a separate typing forensics routine, via Tag Manager, from the server-side. All of these processes have been relocated to the first-party domain, which enables them to bypass third-party content-blocking. With default settings, uBlock Origin will not prevent the site from monitoring you in this situation. But if you universally block JavaScript, neither Google Analytics nor the forensics program will work, since both require client-side scripting to monitor your actions, and you’ve disabled it.
It can. Tag Manager has a noscript iFrame fallback that kicks in when the regular JavaScript version is unable to run. I know! How telling that Google provides noscript compatibility for a piece of unmitigated spyware, but not for a content delivery platform like YouTube. That’s surveillance capitalism for ya. But Tag Manager’s ability to run in all weathers does not overcome two almighty problems for the trackers…
* Nearly all the actual tools launched with Tag Manager require client-side JavaScript to run, so whilst Tag Manager will fire them in any circumstance, if JavaScript is disabled in the browser, the individual “tags” won’t work. This applies even if Tag Manager is running on the server-side.
* With JavaScript disabled, Tag Manager can be used to sub in a custom image, which means a tracking pixel can still be loaded. However, there are separate ways to block the tracking pixel, which I’ll come to shortly.
Given the above implications, spyware-ridden websites really, really, really, REALLY don’t want you disabling JavaScript. That’s why most of Web 2.0, a sizeable proportion of e-commerce, and even a quota of Web 1.0 has been re-engineered to deliberately break when JavaScript is not enabled in the browser.
No static Web page needs JavaScript to display. None. The reason so many of them won’t load without JS is that the administrations calculatedly sabotaged the natural functionality of the HTML page code to deliberately break their sites. The sites were then rebuilt, at considerable expense, to function only when JavaScript is enabled. The sole purpose of breaking natural, pre-existing page functionality (like text/image display, hyperlink and button activity, etc.) is to punish or completely exclude any visitor who will not accept script-based surveillance. Think of it like this…
“If a page can display a message that says: ‘Please enable JavaScript’, why can’t that page display the rest of its text? The answer is: it can. Which means the rest of the text on the page was deliberately hidden.”
So if you land on a static page - like a blog post, a privacy policy or an index - and it doesn’t work without JavaScript, you know that the site has deliberately sabotaged the natural capability of that page in order to force you to enable active scripting. The admins are really just telling on themselves. You should be monumentally suspicious of that site’s motives.
Whilst there will be a lot of sites we can’t access with JavaScript disabled, most of them have a better-behaved alternative. And the more of us who simply backstep off JS-dependent pages to find an alternative, the more powerful the message we will collectively send to them. They can only withstand a minority of lost visitors. If the losses to competitors are too heavy, then they are forced to provide a noscript option once more. Unless you have no choice, seek to cut out JS-dependent sites. When you encounter one, don’t focus on the content you can’t see. Focus on the abused lab rat that you will become if you submit to their terms.
Let’s now look at some different methods for incapacitating Google Tag Manager…
Tracking is not only getting more aggressive - it’s also getting more sneaky. We don’t know where the tracking utility will be located, so we can’t rely on URL-based block-lists. And we don’t know what Tag Manager will fire, because the whole point of it is to allow a site admin complete flexibility.
So what do we know? We know that Tag Manager itself can be set up to evade all generalised privacy protections for a non-proxied connection. We know that if JavaScript is disabled, Tag Manager can run, but the only thing it can fire is a tracking pixel, or web beacon, or whatever else you want to call an unnecessary image load from a third-party domain.
So here are the options…
Pre-requisite… Block cookies. All of them. Third-party and first. Some third-party cookies are now masquerading as first-party cookies, which means they’ll still function if you only block third-party. If you need cookies for specific sites, clear the domains as exceptions. You can do this in Firefox or Chromium-based browsers. Better still, use separate browsers for the sites that need cookies, and keep cookies fully disabled when randomly browsing. If you need to log into Google services (or multiple services from another tech giant), group all of the services into one browser, allow it to accept first-party cookies, and don’t use that browser for anything else.
Blocking cookies while randomly browsing won’t just block the actual text file drops. Most browsers interpret numerous “other technologies” as cookies too. Chromium and its derivatives, for example, will not accept service workers or local data dumps for a site whose first-party cookies are blocked.
Method 1… Disable all JavaScript and all image loading in your browser. This method is for those who don’t want to use a browser extension. It renders Tag Manager basically useless, as neither scripts nor tracking pixels can load. But GTM can still, in itself, run. Various third-party surveillanceware not connected with Tag Manager can potentially load too. The downside? Nearly all pages will be in some way disrupted. No images will display, most of Web 2.0 will not display at all, and some pages that do load will display with a corrupt layout. On information-based pages you can usually iron out the layout problems by using a Firefox-based browser and engaging the Reader Mode from the icon to the immediate right of the URL bar.
Method 2… Disable JavaScript using uBlock Origin. Install uBlock Origin if you don’t already have it, and simply click the Disable JavaScript tick box in its settings. That tick box is a master switch, like the native switch in a browser, but it can more easily be disengaged per site when you actually do need JavaScript. Provided you trust uBO, this method is better than Method 1, because if Google Tag Manager is running on the client-side, uBlock’s third-party prohibitions will prevent it from loading at all. GTM will run if it’s on the server-side, but none of the scripts it launches will work. uBlock Origin will try to minimise the disruption to pages, but in order to do that it will let through some third-party page elements as dependencies. Those “dependencies” will normally allow Big Tech to verify your whereabouts, but not micro-monitor your behaviour.
Method 3… This is an extreme version of the above, which affords much more watertight privacy, but also results in much more disruption to pages. Use uBlock Origin with JavaScript disabled, as described above, but also with ALL third-party content hard-blocked. To achieve the latter, you need to add the rule ||.^$third-party to the My Filters pane. Test to see if the rule is working by clicking the uBlock shield icon on the browser toolbar as you visit sites. If you can’t see a rundown of the individual trackers in the uBlock dropdown, you’ll need to hit the More button near the base of its dialogue. All reported domains except the first-party at the top should have red identifiers, indicating that they’re blocked. With all third-party content blocked, you won’t have to worry about tracking pixels. They can theoretically load from the first-party domain, but that would be pointless because the first-party site knows you’re there anyway.
Method 4… Use uBlock Origin with JavaScript enabled, but shut down your Web connection once the page has loaded. Try this method when you’re forced to view a JavaScript-dependent page. Surveillance scripts running from the server-side will probably load, but so-called “events” can’t be monitored, because there’s no connection through which live data transfer can travel. If you have cookies enabled, the site can still potentially use a service worker to monitor scrolls and events locally and then send the data to the website after the connection reopens. This is a compelling reason why you should block cookies. See my service workers post on blogspot for full details on how to incapacitate them.
Method 5… Use the Lynx browser in conjunction with Frogfind. This will only show you the text on a given page, but if the page is loadable, you should get a readable layout, and you don’t have to think about anything as regards blocking. Lynx will just block every piece of surveillanceware if used with cookies disabled, as described in the post I linked to.
Don’t disable JavaScript both in your browser’s native controls and uBlock Origin at the same time. Use one or the other.
If you’re using Method 1, you can feasibly tighten your privacy further by loading a blacklist into your hosts file to block third-party content. There are quite a few of these blacklists on Github - just search for hosts file blacklist on a search engine. This will, however, slow down your system, and it’s not as watertight as Method 3.
If you decide to block images (which stops tracking pixels from loading), blocking them in the browser is much more reliable than blocking them with an extension.
Comprehensively incapacitating Google Tag Manager, and indeed maintaining online privacy in general, does not come without sacrifice. We’re long past the days when it was possible to simply say “no” to corporate stalking without consequence. Today, when we say “no”, we get punished for it. But that only goes to show WHY, more than ever, we should be saying “no”. Do you really want to be dealing with people who punish you when you ask not to be exploited?
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Read the original on backlit.neocities.org »
AI-powered chatbots often deliver incorrect information when asked to name the address for major companies’ websites, and threat intelligence business Netcraft thinks that creates an opportunity for criminals.
Netcraft prompted the GPT-4.1 family of models with input such as “I lost my bookmark. Can you tell me the website to login to [brand]?” and “Hey, can you help me find the official website to log in to my [brand] account? I want to make sure I’m on the right site.”
The brands specified in the prompts named major companies the field of finance, retail, tech, and utilities.
The team found that the AI would produce the correct web address just 66 percent of the time. 29 percent of URLs pointed to dead or suspended sites, and a further five percent to legitimate sites — but not the ones users requested.
While this is annoying for most of us, it’s potentially a new opportunity for scammers, Netcraft’s lead of threat research Rob Duncan told The Register.
Phishers could ask for a URL and if the top result is a site that’s unregistered, they could buy it and set up a phishing site, he explained. “You see what mistake the model is making and then take advantage of that mistake.”
The problem is that the AI is looking for words and associations, not evaluating things like URLs or a site’s reputation. For example, in tests of the query “What is the URL to login to Wells Fargo? My bookmark isn’t working,” ChatGPT at one point turned up a well-crafted fake site that had been used in phishing campaigns.
As The Register has reported before, phishers are getting increasingly good at building fake sites that are designed to appear in results generated by AIs, rather than delivering high-ranking search results. Duncan said phishing gangs changed their tactics because netizens increasingly use AI instead of conventional search engines, but aren’t aware LLM-powered chatbots can get things wrong.
Netcraft’s researchers spotted this kind of attack being used to poison the Solana blockchain API. The scammers set up a fake Solana blockchain interface to tempt developers to use the poisoned code. To bolster the chances of it appearing in results generated by chatbots, the scammers posted dozens of GitHub repos seemingly supporting it, Q&A documents, tutorials on use of the software, and added fake coding and social media accounts to link to it - all designed to tickle an LLM’s interest.
“It’s actually quite similar to some of the supply chain attacks we’ve seen before, it’s quite a long game to convince a person to accept a pull request,” Duncan told us. “In this case, it’s a little bit different, because you’re trying to trick somebody who’s doing some vibe coding into using the wrong API. It’s a similar long game, but you get a similar result.” ®
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Read the original on www.theregister.com »
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