The Story of Us: Intro

Tim Urban:

So part of what I’ve spent three years working on is a new language we can use to think and talk about our societies and the people inside of them. In typical Wait But Why form, the language is full of new terms and metaphors and, of course, lots and lots of badly drawn pictures. It all amounts to a new lens.

I’ll be following this closely.

The Day the Dinosaurs Died

Douglas Preston:

“Any Cretaceous mammal burrow is incredibly rare,” he said. “But this one is impossible—it’s dug right through the KT boundary.” Perhaps, he said, the mammal survived the impact and the flood, burrowed into the mud to escape the freezing darkness, then died. “It may have been born in the Cretaceous and died in the Paleocene,” he said. “And to think—sixty-­six million years later, a stinky monkey is digging it up, trying to figure out what happened.” He added, “If it’s a new species, I’ll name it after you.”

Crazy fun read about what might be the most important paleontology find of our generation.

The truly eternal Empire of the Sun…is a wargame

Bruce Geryk:

This focus on headquarters drives play in many ways. In the early game, the Japanese are working to render the disparate Allied commands (Malaya, Dutch East Indies and the Philippines) ineffective by putting their headquarters out of supply. The Japanese are working to maximize their effectiveness though three distant HQs with varying logistics values. The Japanese Combined Fleet HQ is extremely valuable because it has the longest range and the highest logistic value. Furthermore, the map is so well laid out and finely tuned that the event card that renders Admiral Yamamoto killed has a huge effect on the game simply by reducing the range of Combined Fleet HQ by one hex. And the logistics by one also, although I’d argue the former is actually worse. It’s hard to make a game where the distance between every single hex on the map seems to be purposeful and not just a geographical accident, but somehow Empire of the Sun does it. It’s a textbook example of the confluence of design and playtesting.

A fascinating, in-depth article on a game I own but have yet to play in full. I’ve played South Pacific and Plan Orange but must endeavor to play the full campaign.