Secret Gamer Girl / SecretGamerGrrl / Googleshng / "Violet Hargrave" / Jacob Lawrence (Jake) Alley / Violet Cassandra Ocean - Delusional Zoe Quinn Stalker, Libelous Tweeter, Thirsty Gnome, Faux-Tranny Neckbeard Incel, Micropenis, "Known Troubled Person", Creator of "Massive vs the Masses", Self-Described "Noise Making Thing"; Lives in Niantic, CT

Let's see what a great friend Jake would be to have. Jake in times of happiness:


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"Congratulations for accomplishing something I never did, but I bet those grapes are sour anyway, so we'll see you when you're miserable."



Maybe he's better as a shoulder to cry on, how is he when times get tough? Oh:

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Everyone else at least manages some "thoughts and prayers" or "sorry." Jake can't even speak in the second person, because there's no genuine empathy. "Tends to occupy one's mind until resolved." A masterful use of the passive voice, so he can avoid any actual empathy that might emerge by saying something like "you must be worried sick, I'll be thinking about you and hoping he's safe."


I also think I was able to find the exact moment when Jake decided to troon out:

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By four months later, he's trying to lay the groundwork for his own "glandular disorder" explanation of his secret womanhood:

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Bonus: It's always female gnomes. Just how the dice always seem to fall. :story:


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I also think I was able to find the exact moment when Jake decided to troon out:

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By four months later, he's trying to lay the groundwork for his own "glandular disorder" explanation of his secret womanhood:

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Bonus: It's always female gnomes. Just how the dice always seem to fall. :story:


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Hmm, didn't we just read these Googleshnging about Jake knowing a bunch of troons and one of them going on HRT and supposedly immediately ceasing to be depressed and not having problems with sleep? And Jake being interested in magically transforming (into a "pale and pointy-eared beauty" elvish loli)?

My reply to Jake Alley's essay Ta-Da: A Sci-Fi Transformation! published in https://www.amazon.com/Trans-anthology-transgender-nonbinary-identity/dp/1543175880
In full here, (archive here).
Ah yes, it was in Ta-Da: A Sci-Fi Transformation! which @CyrusKissFanClub dissected in the above quoted post, proving once again that secretgamergrrl (who started using the fake name "violet hargrave") is undoubtedly Jake Alley/Googleshng.

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Hey, Jake, notice the one consistent part of all your stories about being left out, left behind, left alone?
Yup, it's you. 'For some reason' people don't want you to go to things? They're worried you'll 'flay them alive'? Maybe people - normal, non-you people - don't like being around an autistic asshole who is a charisma vacuum and personal drain on every single person around them.

From his own accounts (as much as we can believe them) it seems clear that Jake is a fucking drag. Completely unable to relinquish control of anything, expecting everyone to cater to his wishes, always, *always* whining about something, getting upset and taking it out on everyone. If we can believe his stories, then getting ditched so many times is clearly not an accident, it's because he's horrible to be around. It's why he can count the number of real-life friends he has on an amputated hand - and even that might be generous.

Also, he is clearly a terrible roleplayer. A munchkin-level rules lawyer whose idea of 'fun' is getting everything he wants while playing his ultimate Mary Sue version of his idealised self. And I'd be certain his GMing would be poorly-disguised railroading with much less imagination than he claims to bring to a session. And god forbid you not worship at the feet of the brave trans NPCs he undoubtedly introduces into every game and setting and can somehow never lose at anything...

Jake claims the dice loved one of his characters. Jake, nothing, especially not inanimate objects, love you.
 
Jesus he’s such a absurd and easy to disprove liar, and the craziest part is he’s lying to seem even more pathetic than he already is!! For instance no one who’s surname starts with a fucking “A” falls in a gap between an alphabetically divided group. His name is Alley, not Nalley

I’ve never seen a man so thirsty for pity at any cost, it’s truly bizarre.
He seems to think that pity is the same thing as respect. He’s taken exactly the wrong message from stories of adversity- rather than be inspired by people who overcame terrible circumstances to become successful, he thought, “People like you if you have misfortunes.”
Hey, Jake, notice the one consistent part of all your stories about being left out, left behind, left alone?
Yup, it's you. 'For some reason' people don't want you to go to things? They're worried you'll 'flay them alive'? Maybe people - normal, non-you people - don't like being around an autistic asshole who is a charisma vacuum and personal drain on every single person around them.

From his own accounts (as much as we can believe them) it seems clear that Jake is a fucking drag. Completely unable to relinquish control of anything, expecting everyone to cater to his wishes, always, *always* whining about something, getting upset and taking it out on everyone. If we can believe his stories, then getting ditched so many times is clearly not an accident, it's because he's horrible to be around. It's why he can count the number of real-life friends he has on an amputated hand - and even that might be generous.

Also, he is clearly a terrible roleplayer. A munchkin-level rules lawyer whose idea of 'fun' is getting everything he wants while playing his ultimate Mary Sue version of his idealised self. And I'd be certain his GMing would be poorly-disguised railroading with much less imagination than he claims to bring to a session. And god forbid you not worship at the feet of the brave trans NPCs he undoubtedly introduces into every game and setting and can somehow never lose at anything...

Jake claims the dice loved one of his characters. Jake, nothing, especially not inanimate objects, love you.
As the old saying goes, “If it smells like shit everywhere you go, check your own shoe.”
 
Z
Jake is so lazy he can't even do a daily tweet and has to Googleshng multiple when he remembers he needs to pretend he's a game dev. Jake claims he was "watching a lot of girly '80s movies" to try and pitch a game at GenCon (which he claims he isn't going to for "financial reasons") and blames "stalkers" for him not talking about these totally real projects.
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This literally already exists. And it would be far beyond his skillset to duplicate or improve upon.
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Oh, Jake. Always with the (shitty) ideas and none of the actual effort to see those ideas done.

He really thinks simply spewing out his ideas out there will cause people to flock over to him to create those for him.
He's not wrong, since he's seen it literally happen for his former master Zoe Quinn/Chelsea Vanvalkenburg. He just can't wrap his head around the fact that he lacks the biological hardware that makes it actually work.


that cover design & font are literally customer repellant. When will small publishers learn?
 
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I don't think his newest tumblr post (archive) has been posted yet
Building Stuff as a Power Fantasy
In theory, I am a huge huge fan of survival games/sims/strategy, the general category of “games where you are continuously building stuff.” In practice though, very very few ever scratch the itch properly, and I figure it’s worth taking the time to think about why that is.

Video games, in general, are escapist power fantasies. If we’re under a lot of stress and generally feeling powerless in life, we enjoy the head space a well designed game can provide where there are challenges we know we can overcome if we are persistent enough, and we are, in some way, better prepared or more awesome at things than we are in reality.

Games where the primary emphasis is on building things and generally mastering can hold a lot of appeal if one’s environment are particularly appealing if one feels particularly powerless and is living in a state where basic day to day functioning feels like an ordeal. If I’m sitting here under a pile of blankets and scraping out the last bits of peanut butter from a jar because the wind is blowing in through a hole in the wall and I can’t afford groceries, building a giant flying fortress with an elaborate fully automated infinite cake generator right next to the comfy couch facing the picture window is pretty damn appealing. But again, not in practice.

Big problem #1- Overcoming challenges. In the majority of games, challenges are something you actively have to go seek out. In an old school RPG I can sit around town as long as I want, all well rested and safe. When I’m good and ready, I can leave town, go find whatever dungeon, and explore it, and if that gets too hairy, I can run screaming back to town to heal up and prepare for my next expedition. In a platformer, the same applies. I enter a level, or head out into a new area from my nice safe health restoring save point on my own time,

Games where you build things up absolutely can structure things in a similar fashion (requiring constant forays further afield into more dangerous places to secure new unique resources for instance), and many do. For some reason though, it’s far more common to fail to provide any challenges at all to overcome (besides maybe the busywork of gathering materials), or to set up ever-increasing antagonistic forces that will, inevitably, overwhelm the player, destroy everything they’ve created, and basically force them to start over on a fresh save. I don’t want to say that’s just unilaterally bad game design, because I do see the appeal of roguelikes, but it is distinctly not something I want when I’m looking for these sorts of games.

Minecraft is a notable example of what not to do because it manages to make every mistake at once. World generation makes exploring a joy, but there’s no mechanical incentive to ever do so besides triangulating the end portal location. After you’ve tossed around enough torches to fully light an area, no monsters will ever appear again, and the game is just a sandbox. Leave a small unlit room somewhere though, and it will spawn an unending flood of monsters, including a couple that can smash anything you’ve built apart and ruin anything you try to do unless contained. Risk can either by 0 or 100, no gradation.

Big problem #2- A smooth sense of progression and discoverability. What I really want is to constantly be making new things that trivialize existing problems, and let me do new rad things with more problems to then overcome. Pulling that off is vanishingly rare. Subnautica does an amazing job of it. Early on, maintaining a steady supply of food and water is a time consuming (but safe) obstacle to progress, tethering you to the starting location. Teching up at first lengthens that tether, then cuts it, but the vehicles that let you explore further force you to contend with power needs and effective depth limits, which are circumvented with tech you can’t access without braving generally dangerous regions and creatures. And of course when you can finally get to the hardest place to reach, there’s an actual ending.

Typically, what people do instead is, again, have a constant, mounting, active threat that will inevitably doom the player (or make for a race against the clock to some other victory condition), or simply have no end game. All the challenges you’ll ever face are there from the start, and when they’re all properly overcome or managed, the game just stagnates, and any fun to be derived has to come from self-created sandbox goals.
Again, Minecraft is an interestingly terrible case, in that there is an end game, which does involve new fresh challenges, but… it’s also completely orthogonal to the normal experience of playing the game, and really to even pursue it at all basically requires you to use a wiki, and to familiarize yourself with the game mechanics to a degree where you’re exploiting and manipulating underpinning rules to a degree where you’re basically “solving” a Rubic’s Cube by prying it apart with a knife. And speaking of that sort of opacity…

Big problem #3- Games where you build stuff tend to become very complicated, as an intrinsic part of their nature, and also tend to be released while still in development. And, weirdly enough, it’s decidedly rare for developers to maintain nor eventually implement any sort of discoverability. For instance, just today I decided to take a look at Space Engineers, having heard they had redone the tutorial, which initially I’d largely bounced off of, because there is an awful lot to the game. The old tutorial was fairly bare bones, showing you how to harvest resources and construct things, frankly just showing off the potential of the engine by building it all as an incredibly complex transforming machine. Cool, but nothing to prepare you for really playing. The new tutorial doesn’t even teach you those basics. Just, movement controls and how to fire the weapons once you have a ship. Then you jump into the actual game and it’s… a menu of a couple hundred distinct parts you can plop into the game, requiring pretty complex combinations of harvestable resources, where combinations of several dozen assembled just so give you a functional spaceship, with functions you can automate… if you’re willing to write C# code for them. I don’t see how anyone besides the developers, or someone who’s been playing with test builds since day one could ever possibly get a handle on any of that. Particularly given big problem #1.

The fix to this is… be a good game designer, really. Present all the things you can create in the game with constraints and requirements and bread crumb trails, and a general teaching structure so that players learn what they need to do in a natural gradual slowly building way. Don’t just assume players will create their own tutorials and wikis and that that’ll be fine.

Big problem #4- For some reason, most games of this nature tend to be developed by absolutely hideous woman-hating racist scumbags who directly seek out people I know to make their lives a living hell. This… really isn’t an inherent flaw of the genre or something anyone can course correct on, but it’s a big part of why I’m so dissatisfied with the genre to date, and keen on laying out goals and pitfalls for new people trying to make games like this to keep in mind.

Subnautica again is one of the better examples currently existing, because so far as I’m aware, it only had ONE nazi involved in its development, as the music composer, and he was fired within 24 hours of that coming to public light. That’s at least better than Minecraft, whose moral black hole of a lead dev retired with well over a billion dollars to meet his every need while he sits around on twitter stalking trans women to hurl slurs at, the developers of Rimworld still controlling that game in full, giving interviews exclusively to Breitbart, or any game under the Stardock umbrella, a company where by policy women aren’t allowed to be on the same floor of the building as its CEO for their own safety.

So…. yeah, someone please make more games where I can relax and build things and overcome reasonable challenges on my own time please. Thanks.
I didn't read all of it but I guess one of his main points is REEEE Notch called Zoe a cunt therefore Minecraft is bad.
 
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