creepywhiteguys:

image

The girl who submitted this entry had this to say:


“The funny thing is I’m totally fluent in Korean, love KPop and KDramas (mmm Dong-gun Jang), and even taught English in Korea briefly a few years ago, which is probably why I ignore guys like this.  I saw way too much of their entitlement and sense of privilege while I was over there.  But what do I know?  I’m just a twinkie after all.”

…he didn’t even get the translation right, neither in meaning nor grammar.

His first word is an informal form of “love you”; his second, it’s less “beautiful” and more “pretty” (matter of degree, really, but), and it doesn’t have the correct ending that would make it modify the noun that follows.

And his romanization is off. Neither MOE nor McCune-Reischauer use hyphens between syllables; the word he wants, 예뻐, is better romanized in MOE as yeppeo. Even then, it’s not correct; the form he should use is 예쁜, or yeppeun.

That’s some real 씨발놈 shit there.

(via creepywhiteguys-deactivated2014)

The Death of SimCity.

Originally released way back in 1989, when the computer gaming was in its precocious childhood, SimCity began one of the most recognizable franchises in history. Putting players in the position somewhere above a mayor and somewhere below a god, they were given some tools, some space, and told that if they built a city, people would come.

And they did, in droves. SimCity 2000, released five years later, and SimCity 3000, released a decade later, would prove to be brilliant evolutions of this basic game.

However, in 2000, a year after SimCity 3000’s release, The Sims came out. The digital dollhouse game, which, to be honest, is quite wonderful and charming, would prove to be the worst thing to ever happen to Maxis and the SimCity franchise.

The Sims’ enormous popularity (over 150 million copies sold, with innumerable more pirated) pointed Maxis in a direction towards simulating individuals’ behavior ever more precisely, ever more accurately, with the idea that they would be the center of any future games by Maxis.

While an argument can be made that increasing granularity can make for better simulations, their focus on that aspect has come at a frightening, and tragic cost–it’s warped the fundamentals of the SimCity game into something unrecognizable, losing the skyline for one or two buildings. It forgets that in larger cities, accurate models can still be made by observing that people behave in aggregate manners, rather than as isolated, atomized data points.

And so we now have the 2013 reboot of SimCity. Let’s ignore the simple fact that the onerous requirement of having an always on-connection means that any cities built are saved remotely, in the cloud, with no guaranteed permanence (there will be no epic decade-long games for this…). Let’s even ignore the problematic issue of forcing multiplayer on everyone, whether they like or not, and is completely persistent with any mistakes being permanent ones.

Really, when you get down to it, SimCity now isn’t about building a city. It’s about building a small 4kmtownship that can’t really grow to any size. Sure, it’s pretty. Sure, you can find out what individual residents are feeling and doing.

But gone is the sense that you’re actually building and guiding a city from nothing to populations of millions. Gone is the notion of the sandbox to create and destroy, to raze and rebuild. It’s all about the artificial tiny people, not the great works of the city.

It’s not SimCity anymore. It’s Sims in the City.