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Casablanca (1942) dir. Michael Curtiz

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SKYFALL 2012
Daniel Craig
AI and amateurism
If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2026/06/15/vernacular/#hypercardian
Over the weekend, I did an interview about my forthcoming book The Reverse Centaur's Guide to Life After AI (a book about being a better AI critic), and the interviewer said she was surprised that I wasn't an AI booster, based on my demographics and work history:
https://us.macmillan.com/books/9780374621568/thereversecentaursguidetolifeafterai/
I could see where she was coming from. I encountered computers in the mid-seventies, as a small child. My first computer was a CARDIAC, a working, Turing-complete, mechanical computer made entirely of cardboard, that I spent endless hours with:
https://www.instructables.com/CARDIAC-CARDboard-Illustrative-Aid-to-Computation-/
Then I graduated to a teletype terminal and acoustic coupler connected to a minicomputer at the University of Toronto. My mom, a kindergarten teacher, used to smuggle home 1,000' rolls of paper towel from the kids' bathroom. I'd get 1,000' feet of computing up one side, then another 1,000' down the other side, then I'd carefully re-roll the paper towel so she could put it back in the bathroom for the kids to dry their hands on.
After that, I got an Apple ][+ in 1979, and shortly thereafter acquired a modem, and that was it: I was hooked for life. I became an amateur programmer, then a professional programmer. I hosted forums on dial-up BBSes where I distributed software and offered support to strangers who wanted to connect their computers to the internet. I got a job as a gopher developer, then a web developer, then a CIO-for-hire, helping wire up small businesses and connect them to the net. Eventually, I co-founded a free/open source software startup, before transitioning to 25 years as a digital rights activist with the Electronic Frontier Foundation. And for most of that time, I was energetically writing science fiction, eventually becoming associated with a school sometimes called "post-cyberpunk":
https://en.wikipedia.org/wiki/Rewired:_The_Post-Cyberpunk_Anthology
The force that energized all this work was a dialectical one, the contradiction that powered cyberpunk literature itself. For all that cyberpunk was undeniably enamored with the coolness and combustibility of new technology, it was also terrified of how technology could be a force for oppression, surveillance and control. As William Gibson says, "cyberpunk was a warning, not a suggestion."
Gibson's more famous quote, of course, is "the street finds its own use for things." In Gibson's novels (and in my own life in technology) all the most interesting things happen when users of technology (often without formal training or credentials) find ways to adapt the technology they use to suit their needs:
https://pluralistic.net/2026/03/17/technopolitics/#original-sin
This is why I remain an ardent fan of Hypercard, Scratch and other meta-tools that are designed to allow non-programmers to write software that exactly conforms to their desires. Whatever the apps produced by these tools lack in sophistication and efficiency is more than offset by the fact that they give everyday people the power to directly control the tools they rely upon.
If "epistemic humility" means anything, it means acknowledging that no amount of "requirements gathering" can capture the needs of people totally unlike yourself as faithfully as those users can capture their own needs. Giving people the tools to produce their own software is always going to make tools â vernacular, idiosyncratic, homespun â that are more suited to their own hands and minds than anything a technologist working on their behalf could make.
The world has moved on
If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2026/06/11/lapsarianism/#nostalgia-is-a-toxic-impulse
Douglas Adams wrote, "Anything that is in the world when you're born is normal and ordinary and is just a natural part of the way the world works. Anything that's invented between when youâre 15 and 35 is new and exciting and revolutionary and you can probably get a career in it. Anything invented after you're 35 is against the natural order of things."
If you'd like an essay-formatted version of this thread to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2026/06/11/lapsarianism/#nostalgia-is-a-toxic-impulse
I think about this quote whenever I get angry at the technology around me. When I rail against the Great Enshittening, am I simply committing the sin of nostalgia ("Nostalgia is a toxic impulse" -J. Hodgman)? I am, after all, old.
I've written before how conservatives' yearning for "simpler times" is really just a wish to be a child again. The reason times seemed simpler during your childhood is that you were a child, and if your parents did their job, they shielded you from a lot of the complexity of their adulthood so you could enjoy your childhood:
https://pluralistic.net/2025/04/24/hermit-kingdom/#simpler-times
That's where the "National Customer Rage Survey" comes in. It's been surveying a panel of 1,000 representative consumers every three years for a decade, continuing a research project that started in 1976. The survey measures respondents' attitudes towards the businesses they deal with, and as of 2025, it's fair to say, customers are pissed:
https://customercaremc.com/2025-national-customer-rage-study/
We're experiencing more problems with the products and services we use. Those problems are more severe, they make us angrier, and they produce lingering stress. More and more, we are seeking revenge on the businesses that piss us off.
So it's not just me, an old man yelling at the cloud. The world is getting shittier.
The latest Customer Rage Survey inspired The Guardian's Heather Timmons to launch a new investigative series looking at how fucked up everything is. Her inaugural installment is very good, and it's drawn a massive reader response:
https://www.theguardian.com/us-news/ng-interactive/2026/jun/04/us-consumer-rage-prices-economy
I spoke with Timmons this week about the series. She told me she's been deluged with emails from readers who feel that the world is different now â and many of them cite my work on enshittification. Timmons wanted to know what advice I had for her readers. I told her that I don't think you can solve this as a consumer, because this isn't a market problem, it's a political problem, and shopping isn't politics:
https://pluralistic.net/2026/05/21/purity-culture/#stop-fucking-that-chicken
Later, Timmons forwarded one of those emails to me. It gave an eloquent and evocative account of just how rancid the vibe is these days. The writer said that when they and their spouse encounter this rot, they cite Stephen King's Dark Tower novels, quoting the oft-repeated phrase from that series: "The world has moved on."
At this point, I should warn you that the following contains some Dark Tower spoilers, so if you're planning to read a decades-old (but very good) dystopian western/science fiction crossover series, and if spoilers bug you, this might not be the essay for you.
Spoiler alert!
Aston Martins of every era come with interesting optional extras.

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Third Doctor Era: Technology Aesthetic
The tedious power of storytellingÂ
My next book is The Reverse Centaur's Guide to Life After AI, out next month. Pre-order it now, including as a DRM-free audiobook or ebook, at my Kickstarter, and help me continue to prove that DRM-free isn't just the right way to reach an audience, it's also the best way to reach them.
Yesterday, I attended a Brian Eno talk about the nature of creativity and art based on What Art Does, the short book he published with Bette Adriaanse last year:
https://www.faber.co.uk/product/9780571395514-what-art-does-an-unfinished-theory/
I haven't read the book (yet â I just ordered a copy), but the talk really got me fizzing. The subject matter (not just what art does, but also what art is) is one I've given a lot of thought to, and Eno's characteristic mix of gnomic koans and deceptively plainspoken assertions brought me along to some realizations of my own.
For Eno, art is "everything you don't have to do." You have to wear clothes to protect yourself from the elements, but you don't need to adorn those clothes. You need to speak to make yourself understood by the people around you, but you don't have to sing or write poetry or make up stories.
This is a really critical point, and I think it can be further refined by this: "Art is intended to make other people feel something." This distinguishes "art" from "beauty." A sunset can be beautiful, but no one intends anything by it. An artist who takes a photo or paints a picture of a sunset does so in the hopes that it will make you feel something, but the sun and the atmosphere and the Earth's curvature and rotation don't hope anything, because they are inanimate.
This distinction has lately become far more significant, thanks to the rise of images and words that have the seeming of intent, but who don't have an intender. When you paint a painting, every brushstroke conveys an intent, even if you can't point at an individual brushstroke and articulate its purpose. The same is true of prose: every word and punctuation mark is there for a reason, and "being good at writing" (like "being good at painting") is how we describe someone who has practiced so much that these reasons can be infused into each micro-decision on a near-totally subconscious level.
Contrast this with AI: when you prompt an AI to generate words or pixels, you are conveying some intent about the feeling you want the people who experience the model's output to experience. The problem is that the AI doesn't have any intent of its own â it just has statistical predictions, based on other people's intent, which it has analyzed through its training data.
So when the AI expands the three sentences in your prompt into 100,000 words or 1,000,000 pixels, it isn't adding any of its intention to the finished work, it's diluting the intention you fed to it. Three sentences divided by one million pixels yields an image that has an average intentionality that's so low that it's practically homeopathic.
Until recently, we weren't accustomed to encountering coherent strings of words or polished images that had no intender, so we imputed the existence of that intender to them, and we did what we always do when we encounter a work of art: we tried to mentally materialize a facsimile of the feeling the artist experienced while creating the work.
Because the intention of these works was so dilute, we ended up hallucinating an intent. We made up an imaginary artist who meant something by every choice in the work, and experienced an emotional affect that we ourselves had created out of (nearly) whole cloth.
She got the idea for the study while walking with her advisor at Stanford to discuss her thesis topic, and the paper she eventually published in the Journal of Experimental Psychology in 2014 is sharp enough that it should have ended the seated meeting on the day it came out.
She ran 4 experiments on 176 people. Same person tested twice. Once sitting, once walking. The creativity tasks were the standard ones psychologists have used for decades to measure how good a brain is at generating novel useful ideas.
81% of participants in the first experiment produced more creative ideas while walking than while sitting. In the second experiment, 88%. In the third, 100%. Every single person walked into a more creative version of themselves. On average, people generated 60% more novel useful ideas the moment their legs started moving.
The skeptical question is the obvious one. Maybe it was the fresh air. Maybe it was the scenery passing by. Maybe it was the change of environment doing the work, not the walking itself.
Oppezzo killed every one of those explanations with one experimental decision. She put people on a treadmill facing a blank wall. No scenery. No fresh air. No environmental change. Just legs moving in place while staring at white drywall. The 60% boost held.
Then she ran the experiment that closed the case completely. She took participants outside in two conditions. Half of them walked through a Stanford courtyard. The other half were pushed through the exact same courtyard in a wheelchair. Same outdoor stimulation. Same scenery passing at the same speed. The only difference was whether the legs were moving.
The walkers produced dramatically more novel high-quality ideas than the wheelchair group. The outdoors did almost nothing on its own. The walking did everything.
She also tested the opposite kind of thinking. Convergent thinking. The kind where there is one right answer and you have to narrow down to it. Word puzzles where 3 words share a hidden fourth word that connects them. The seated participants did slightly better on these. Walkers got slightly worse.
Walking is not a general intelligence enhancer. It does one specific thing. It opens up the divergent search inside your brain. The part that generates options. The part that produces unexpected connections. The part that takes a problem and finds five ways into it instead of one.
When you need to converge on the single right answer, sit down. When you need to find the answer in the first place, get up.
The mechanism is now well understood. Walking selectively activates what neuroscientists call the default mode network, the system inside your brain that runs when you are not consciously focused on anything. The DMN is where mind-wandering happens. Where memories cross-reference each other. Where ideas that have been sitting in separate folders inside your head finally bump into each other.
When you sit at a desk and force yourself to concentrate, you suppress the DMN. When you walk at a natural pace, the executive part of your brain gets just busy enough handling the walking that the DMN comes online and starts doing the work that focus was blocking.
The most useful finding in the entire paper is the one almost nobody quotes. The boost did not turn off the moment people stopped walking. Participants who walked first and then sat back down stayed elevated. Their next round of seated creativity work was still significantly better than people who had been sitting the whole time. The rest lingered for at least several minutes after the legs stopped moving.
You do not need to do creative work while walking. You need to walk before the creative work. The brain holds the state.
Edited down a long tweet. (x)
From Russia With Love (2005). EA Games.
This gun barrel moment was totally earned. Well done, IOI.

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Back when it was worth getting out of bed on Saturday mornings! And these are just a fraction of the shows that were on.
Peter Mitchell. Tetley Malthouse, Mill Street, junction of Cross Mill Street, Leeds, winter 1973
no, i dont lose hyperfixations. theyre just moved to a different, slightly less used, shelf in my brain.
Gadzooks, this is The Gates of Firestorm Peak (1996) and what a mess!
Itâs not Bruce Cordellâs fault, really. This scenario was commissioned as a showcase for the 2.5E Playerâs Option Rules (Combat & Tactics, Skills & Powers and Spells & Magic) and itâs a compelling argument to never use them. Amusingly, the villain is a wizard corrupted by outrĂŠ forces, expressed by the fact that his spellcasting uses magic points. I donât think thatâs intended as commentary, but Iâm taking it as such anyway. Thankfully, all this stuff is optional and can be completely ignored. It takes up a ton of space, though.
Without all that bunk, youâve got a pretty solid, lengthy and icky dungeon crawl. The idea is that the titular gates only open once a generation when a particular comet is in the sky. The father of one of the player characters went in 27 years ago and never came out, so, well, go and get him. The outer reaches are a pretty standard, if very dangerous, slice of the Underdark populated primarily by duergar. Deeper, the party finds horrors from the Far Realm have seeped in. In fact, this is the first published appearance of the Far Realm and some of its nasty, Lovecraftian inhabitants. It would go on to become a key locale in later D&D editions, and particularly for the Eberron setting. Aside from extradimensional monsters, thereâs some more conventional horrible stuff in dungeon as well. I particularly dislike [complimentary] the fountain, which Arnie Swekel illustrated just to drive home how disturbing it is.
Swekel was a good choice of artist for this, he is like a latter-day Russ Nicholson who excels at illustrating player character types in their death throes without making it too disturbing. The Jeff Easley cover ties the action to the Playerâs Option books, but feels somewhat out of step for the more horror-oriented tone inside.
In a weird bit of packaging design, the adventure book came packaged in an identically fronted file folder, which contained counters and a battle map as well. My second-hand copy was missing those, but the folderâŚis unusual! A couple of the later Planescape modules had a similar folder, but I donât know of any TSR products that were configured quite like this.

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watching james bond is fun because its always a mix of "this display of late colonial masculinity is as repulsive as it is compelling" and "this is fucking siiiiiiiick i love globe trotting adventure when I grow up I wanna be a spy"
Honestly, as a German I can not quite understand the obsession of the English speaking world with the question whether a word exists or not. If you have to express something for which there is no word, you have to make a new one, preferably by combining well-known words, and in the very same moment it starts to exist. Agree?
Deutsche Freunde, could you please create for me a word for the extreme depression I feel when I bend down to pick up a piece of litter and discover two more pieces of litter?
um = around
die Welt = world
die Umwelt = environment
ver = prefix to indicate something difficult or negative, a change that leads to deterioration or even destruction that is difficult to reverse or to undo, or a strong negative change of the mental state of a person
der MĂźll = garbage, trash, rubbish, litter
-ung = -ing
die VermĂźllung = littering
ver- = see before
zweifeln = to doubt
-ung = see before
die Verzweiflung = despair, exasperation, desperation
die UmweltvermĂźllungsverzweiflung = âŚ
This is a german compound on the spot master class and I am LIVING
#my german is still too basic for this but I desperately want a compound word for how much these compound words piss me off
das Monster = monster
das Wort = word
der Groll = grudge, anger, malice, rancor
der Monsterwortgroll = âŚ
Monsterwortbildungsimitationsunfähigkeitsverzweiflungsgroll
die Bildung = formation
die Imitation = imitation
un- = un-, in-
fähig = able
-keit = -ility
die Unfähigkeit = inability
der Monsterwortbildungsimitationsunfähigkeitsverzweiflungsgroll = anger about the inability to imitate the formation of monster words
Linguistikfehdenhandschuhwurf
die Linguistik = linguistics
die Fehde = feud
der Handschuh = glove
der Fehdehandschuh = gauntlet
der Wurf = throw
der Linguistikfehdenhandschuhwurf = throwing down the linguistic gauntlet
*slowly backs in fear*
@shiplocks-of-love, @thatswhywelovegermany
Monsterwortbildungsunfähigkeitsangstverzweiflungsrßckzugsecke
Monster=monster // wort=word // bildung(s)=formation
unfähigkeit (s)=incabability // angst=anxiety
verzweiflung(s)=desperation // rßckzug(s)=retreat // ecke=corner
=the corner in which you retreat when you´re desperate because of your fear when being unable to form monster words
*eye twitch*
But what I want to see now is two germans arguing over the construction of one of these monster words.
@shiplocks-of-love I donât think that will happen. The words make perfect sense. I think if German is your mother tongue you get a feeling for combining words, like aÂ
MonsterwortbildungsgespĂźr
Monster = monsterÂ
Wort = wordÂ
Bildung(s) = formation
GespĂźr = intuition
;-)
Sprachirrgartenbelustigungsbeitrag
die Sprache = language
⢠irren = to become lost (also: to err, to be mistaken; to wander, to stray)
⢠der Garten = garden
der Irrgarten = maze, knot garden
⢠be- = prefix with a variety of functions: šas part of a compound word, it denotes a processing or change of state; ²as part of a compound word, it denotes a touch; Âłas part of a compound word, it denotes a more intensive preoccupation with or thematization of something; â´it forms from a noun an adjective with a pseudo-participle form because the corresponding verb does not exist; âľas a prefix, it forms a transitive verb from a previously intransitive verb; âśas a prefix of a verb, it shifts the focus and thus changes the sentence structure
⢠lustig = funny
⢠-ung = suffix turning an adjective/adverb into a noun
die Belustigung = amusement, entertainment, merriment
der Beitrag = contribution, article in a newspaper or magazine, posting on social media, input to a discussion
Bloody love this language <3<3<3
The thing is, since in German you have to decline/conjugate many words in relation to the noun they are refering to those monster words actually serve a purpose of making the language simpler. A common example is a (as in any) red wine (ein roter Wein) as compaired to the compound a red wine (ein Rotwein). If rot is an adjective it has to be conjugated: der rote Wein - des roten Weins - die roten Weine - and many more. But it if rot is part of the noun you only have to decline Wein: der Rotwein - des Rotweins - die Rotweine. So, die Verzweiflung Ăźber die VermĂźllung der Umwelt is way longer than UmweltvermĂźllungsverzweiflung and you would have to know three grammatical genders and the wordsâ respective declinations. Whereas for UmweltvermĂźllungsverzweiflung you only need to know that Verzweiflung is grammatically feminine (die) and its deklinations.
Ok, now I want to see Germans playing Scrabble
Doomscrollaufhellungsrepost
Doom scroll // self explanatory
auf- // lit.: âupâ indicates rising, or something becoming bigger, better, healthier
hell // bright
aufhellen // to brighten something up
-ung // makes a verb a noun
-s- // the glue that keeps german compound words together
repost // self explanatory
Doomscrollaufhellungsrepost // a repost to brighten up your doom scroll
Youâre Welcome!
i love this, but this isnât the german i am exposed to in day to day life, as a filthy berlin Ausländer.
When i try to make words, most germans look at me confused, as if i have committed some transgression.
Tell me, am i doing it wrong?
I came up with the humble word: âSpaĂgier / spaĂgierigâ to describe the intense, good but also clearly bsd for you condition of being torn apart by too many fun things to do. A common berlin problem.
Example: âHeute gibtâs zu viele coole Events - aber ich will sie alle genieĂen!!! Es wird stressig aber ich bin zu spaĂgierig!â
Did i do it wrong? Is it just not complex and long and overthetop enough for the german mind to appreciate?
@thehappysatan
Oh, SpaĂgier (fun greed) is an excellent word! This becomes an instant part of my vocabulary.
Perhaps people look confused because they are not expecting this from a non-native speaker.