AernaLingus [any]

  • 52 Posts
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Joined 4 years ago
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Cake day: May 6th, 2022

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  • Nitter source link (which has more card images!)

    Original Japanese text:

    こんなんもう、遊ゆう戯ぎ王おうじゃなくて『百合ゆり戯ぎ(女じょ)王おう』オフィシャルカードゲームじゃん

    (basically just says, “At this point, it’s not Yu-Gi-Oh anymore, it’s the Yuri-Gi-(Jo)oh Official Card Game” (jo being the on’yomi reading for the kanji for woman, 女, which in this context forms 女じょ王おう (“queen”) by combining with the existing 王おう (“king”))












  • AernaLingus [any]@hexbear.nettomemes@hexbear.net•yes
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    10 days ago

    one of the things I hated about group therapy (which I did still find helpful on the whole) was how we couldn’t talk about politics even though it was obvious that most of the issues we faced were not due to internal suffering caused by “mental illness” but political choices that shape the world we have to live in. What we really needed was solidarity and collective action. It’s not that being in community, sharing our problems, and working on various psychological techniques didn’t help at all, but that they’re obviously just treating the symptoms instead of the root problem. But hey, tackling root problems doesn’t generate billable hours and it makes the psychologist nervous!

    (also sorry for the random necro, I needed to restart my browser and realized I hadn’t hit “post” on this for some reason and it was just languishing in one of my many, many tabs)



  • Here’s the cited Techspot article

    Full text

    Microsoft patent describes in-game advertising triggered by boss fights, loading screens, and cutscenes

    Watching an ad would earn players another block of ad-free play time, called a “credit”

    What we know so far: Microsoft has filed a patent application for a system that would place ads in PC and console games during breaks the game itself identifies. Instead of interrupting play on a fixed schedule, the system would use game data to find a natural break, such as after a boss fight or while a new level loads.

    The filing points to a possible ad-supported model for PC and console games that is less disruptive than the approaches commonly used in mobile titles.

    The application, published as US 2026/0260258 A1 and titled “Contextually Aware Management of Interactive Software Application Access,” describes a way to support free-to-play games without inserting ads at random points in a session.

    Under the proposed system, players would receive an initial period of ad-free access. That could be a set amount of time, such as 30 minutes, or an allowance tied to game progress, such as completing a full level.

    As that period nears its end, the system would wait for the game to reach a suitable pause point. The patent identifies examples including the end of a boss fight, a completed quest, the end of a cutscene and a loading screen.

    The game would send an event to a content-management system when one of those moments occurs. The system could then pause the player’s interaction, display video or static promotional material, and resume the game after the ad has run.

    Viewing the ad would give the player another block of uninterrupted access. The patent calls that block a credit, which would delay the next gameplay suspension.

    The key element is the use of game-state data. Instead of relying on a timer alone, the proposed system would use game-engine information to determine when an ad can run with less chance of interrupting active play.

    That would require a game to provide signals about events such as level completion, checkpoints, menus, transitions and other points when the player is not actively engaged in an important task. The advertising platform could use those signals, along with the player’s remaining credit, to decide whether to show promoted content.

    The filing does not identify a specific Microsoft game, Xbox service or product plan. A patent application also does not mean the technology will be commercialized. It does, however, show one way Microsoft is considering ad-supported access for interactive software.

    Advertising is already common in mobile games, where ads often run between levels or after failed attempts. Applying a similar model to PC and console games is more complicated because game sessions can be longer and less structured. A fixed-timer interruption could cut into combat, dialogue or another important part of a game.

    Microsoft’s proposed approach would try to avoid that by tying ad delivery to in-game events. The result would be a system in which a player earns more play time by viewing an ad at a moment chosen by the game’s own state.