↙ time adjusted for second-chance
A Love Letter to 'Girl Games' (aftermath.site)
I'm struggling to think of a medium other than video games that isn't dominated by women. ... and actually, wasn't it the case that before the discovery of the "whale" brain-hack to crack open a few (mostly) men's bank accounts, most of the gaming market was women , for broad definitions of "a game", both by player count and revenue? Even comic books, I'm pretty sure it's only the American superhero-type comics that're mainly "for guys"—if we expand it to include stuff like manga and Euro comics, then the overall audience leans female, right? Books are overwhelmingly dominated by women. > And yeah most romance novels are trashy, but it's not like milslop Clancyfics are better. Most people just want some shallow entertainment and that's fine. Romance is a poor term because it's used to launder literal werewolf "dubcon" porn under the same label as something like Jane Austen novels. That's probably useful to marketers and for sales, but it makes it impossible to make productive use of the label without further qualifiers for anyone who's trying to actually communicate using the term. (Meanwhile, yeah, much of what actually sells in that genre [and, again, the term is terrible and overloaded] leans pretty hard into being trash. So does pornhub, or Mr Beast videos, or whatever. So what? It's fine to enjoy them, but it's also fine for folks looking for excellent works of art to mostly avoid them in that search. Meanwhile tons of the modern "literary fiction" and poetry market is by and tuned for an audience of women, in fact I'd be surprised if most of those two categories weren't that, but of course few people actually read lit-fic and especially poetry these days) ---------------------------- BUT, the post is actually less about all that than about how older "girl games" are missing from game history and ignored in things like game-making tutorials and instruction. I'd venture that "boy games" that are similarly low-narrative and/or lean toward being more of an activity than a game (bear with me on the terminology, I'm not interested in turning this post into gatekeeping "what is a game" but I think you understand what I mean, yes? The distinction is here useful) also get left out (I can think of a few[0]), plus the factor where a lot of these were licensed games, which doesn't usually help. I'm not so sure this is as much sexism as that narrative games and clear, tight, goal-oriented game loops are both major factors in games having artistic "staying power" or influence, and in lending themselves to "baby's first video game" tutorials (the latter, especially, for that), and are both really, really hard to accomplish in a video game without resorting to a lot of the usual stuff (violence, largely). This is fundamental to how games are built which is that... ...games necessarily objectify the shit out of literally everything in them. This makes satisfactorily modeling things like realistic relationships extremely hard , and even the games that do it remarkably well are prone to feeling kinda weird as a result (see also: Action Button's rightly-famous Tokimeki Memorial review on Youtube). This is why a lot of relationship-focused games end up as visual novels, where they can be contained to basically a choose-your-own-adventure book format. It's incredibly difficult to build a game-loop around relationship mechanics, and have it be any good at all. This is how you end up with so many "girl games" on the "wrong" side of the "what actually is a video game?" discourse (ugh): it's really hard to build "proper" game mechanics around a lot of the aspects of those "girl games" that appeal to girls in the first place . Take a dress-up "game": in the most-minimal form (and a form which does exist in the wild!) you're not looking at something that's much more game-like, apparently, than MSPaint. Try to add a dress-up mechanic to a "traditional" game and you end up with something that's a pretty superficial veneer over bog-standard mechanics (stat-boosting item equipping, or something like the FFX-2 "dress sphere" system) or is purely aesthetic and has no "actual" "game" effects. It might be fine to include those anyway! But they're never going to feel especially integral to the game. How do you make dress-up itself a video game ? You kinda... don't. You attach it to a sandbox, maybe, and let the player develop their own game (goals, narrative) with it, just like toys in a toybox . Like The Sims... which was a smash-hit among women. Go figure. Is a toy box a game? Kinda no. Do the contents become vital components of a game when a child plays with them? Often, yes! What is a game? Do we call what kids do with toys, often, "games"? Yep. Is soccer a game? Is chess? Yes and yes. What do soccer and chess have in common with a girl developing stories around her real, actual dolls and such, and dressing them up different ways? Not a fucking lot , but we may use "game" for all of them. ... and so we've come full circle from "romance is a shitty term for a genre of books, and often not very useful for communication": "video game" is a shitty term and often not very useful for communication. The game can be what the player brings to a "toy box" that lets them dress up characters and move them around. Maybe it's fair to call a program "a game" if its main intent is to facilitate that, even if it lacks things like a traditional "game loop" or strong extrinsic goals or motivations (which would let us get away with saying that MSPaint could, situationally, be a toy in service of a game , but doesn't belong in even a very-generously-defined category of "video games" itself, should such distinctions matter for whatever purpose we have in employing the term in the first place). But a video game can also be an "e-sport", on (kinda) the complete opposite end of a certain spectrum. These things have almost nothing to do with one another aside from that they happen on a computer and are supposed to be some variety of entertaining or fun. "Video games" are both those things, and everything in between , it seems. Not sure how useful it is to lump all that stuff under the one term, but so far efforts to carve out distinctions have been poorly-received, so we're stuck with "all these things are video games even though they're so wildly different that very often their fandoms have no overlap whatsoever, on substantial grounds, not just surface appearance or marketing". [0] Long ago I had this DOS CAD program for kids called, as I recall, "KidCAD". It was entirely useless for any "serious" work, all it was, was effectively a rudimentary line-rendered digital lego set. Leaning into the kinds of distinctions the linked article uses, I think it's fair to call it a "boy game" in those terms, like a dress-up game is a "girl game". It also had zero built-in narrative and no "game loop" whatsoever. Guess how much attention it gets in game history, and how easy it is to find anything about it now? LOL.
> No one has ever made a purchasing decision based on how good your code is. There are two reasons for this. One is that the people who make purchasing decisions are often not the people who suffer from your bad code. If the user is not the customer, then your software can be shitty to the point of being a constant headache, because the user is powerless to replace it. The other reason is that there's no such thing as "free market" anymore. We've been sold the idea that "if someone does it better, then they'll win", but that's a fragile idea that needs constant protection from bad actors. The last time that protection was enacted was when the DOJ went against Microsoft. > Sure, if you vibe code a massive bug into your product then that'll manifest as an outcome that impacts the user negatively. Any semblance of accountability for that has been diluted so much that it's not worth mentioning. A bug someone wrote into some cloud service can end up causing huge real-world damage in people's lives, but those people are so far removed from the suits that made the important decisions that they're powerless to change anything and won't ever see that damage redressed in any way. So yeah, I'm in camp #2 and I'm bitter about AI, because it's just accelerating and exacerbating the enshittification. Someone on the HN wrote recently that everyone who's foaming at the mouth about how AI helps us ship faster is forgetting that velocity is a vector -- it's not just about how fast you're going, but also in what direction. I'd go further and say that I'm not even convinced we're moving that much faster. We're just cranking out the code faster, but if we actually had to review that code properly and make all the necessary fixes, I'm pretty sure we would end up with a net loss of velocity.
This incident involved many people over a rather long time scale, and it was important to detangle how people perceived events from how they actually unfolded. The subject matter is deeply subjective, and multiple failed attempts at writing this doc came as a result of aiming for objectivity, for blameless representation. Therefore, those named in this report are: - Full-time employees of Ruby Central - Part-time consultants who were involved in access discussions - Anyone who made an access change from September 10th-18th, 2025 - Those who have already been publicly identified in the discourse Volunteer groups, including the Ruby Central Board and the Open Source Software (OSS) Committee, are listed, but their actions are represented as a group. Individual quotes from the OSS Committee are used without direct attribution when they represent a general consensus. Some execution failures and mistakes are individual, but the purpose of having a foundation and having an institution is that it can rise above individual limitations and provide robust, fault-tolerant systems. Therefore, these are our mistakes, collectively. And collectively we'll learn from them, but only if we face what happened, what we meant to do, and where we fell short. The hope is that by sharing this, we can provide some closure to the community and increase transparency The undeniable effect of masking specific comments made by OSS committee members is to protect three members (2 current, 1 former) of Shopify's technical leadership around Ruby and Rails, who have all since left the committee. The one who left Shopify went to 37signals after.
A couple of gentle corrections: > The document didn't mention a lawsuit and I was just responding to the above comment with only the context of the postmortem and pointing out that this particular article didn't claim anything illegal happened. You are correct that they did not make any claims, but the article did insinuate illegal behavior on the part of André and Samuel by selectively juxtaposing facts to imply wrongdoing without ever directly stating or saying that their behavior was illegal. For example: 1. André's first commit on RV is placed on the same bullet point as the Ruby Central-funded maintainer offsite, which implies Ruby Central's travel money subsidized a competing project's creation. 2. The `rubygems-github-backup` access token covering "all repos, including private repos" is introduced in the same timeline section as RV development, without any allegation it was used for RV. 3. The "Incident Lessons" section recommends adding an "Outside Business Activities" declaration policy, which only reads as a "lesson" if André's undisclosed side project is being framed as the problem in need of remediation. 4. The report states André "had intimate knowledge of the foundation roadmap" and "did not tell anyone in Ruby Central about this work until it launched". This frames nondisclosure of a lawful side project as a transgression. However, Ruby Central passed on this work, and even if they didn't, André has no obligation to tell Ruby Central about his work! 5. André's proposal to have his consultancy analyze RubyGems.org download logs is presented alongside an OSS Committee member raising PII and "reputational risk" concerns, casting a perfectly sensible rejected business proposal as something suspect. By my count, Ruby Central makes roughly 10 insinuations throughout the report, but not once do they actually claim any of these constitute a transgression. > I think that topic is extremely complicated (e.g. I am not so sure moonlighting for a competitor while an employee is necessarily protected in California...) California is actually quite clear on this! Bus. & Prof. Code § 16600 voids non-compete agreements, and California courts have consistently read it broadly enough that working on a competing project during employment is protected. The line is whether you used your employer's proprietary information or resources to do it, not whether you competed. The report does not allege that Samuel or André used Ruby Central's proprietary information, and given how thoroughly they documented everything else, I'd expect them to have said so if they had evidence of it. Ruby Central is insinuating that working on RV in the first place is a problem, not that they crossed any legal or contractual line.
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