The World from Above
Created on: July 31st, 2006
The World from Above
help me out, i'm stuck in a rut. i need more than just video game edits, and i insult you by presuming you'll accept them. also, i'm not thrilled with this title.

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(3.93) 102 1 46

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Inbound links:

views url
41 https://www.bing.com
6 http://216.18.188.175:80
4 http://www.google.com.hk
1 http://www.google.com

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July 31st, 2006
(0)
that looks like no world that I have ever seen from above
August 1st, 2006
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well then, either you've played too few video games, or i've played too many...
August 1st, 2006
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Swanky
August 1st, 2006
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LOL SIm City
August 1st, 2006
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Needs more snakes.
August 1st, 2006
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Mavis Beacon
August 1st, 2006
(0)
neat
August 1st, 2006
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yay
August 1st, 2006
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God. I'm amazed.
August 2nd, 2006
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SimCity, sweet
August 2nd, 2006
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yes more snakes.
August 2nd, 2006
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i like dyskrasia.
August 2nd, 2006
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It's Sim City 2000!
August 2nd, 2006
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lawl.
August 2nd, 2006
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i seem to be in the always frustrating position, teetering at the bottom of u&c, waiting for the standard to drop, getting downvoted, then waiting some more.
August 2nd, 2006
(0)
I spent an inordinate amount of my youth playing that game and suddenly that doesn’t seem so bad...
August 3rd, 2006
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this wins on feel alone
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3 worthy. Just a tiny bit of unoriginality.
August 3rd, 2006
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Not sure what this is, but I like it.
August 3rd, 2006
(0)
wow this is awesome.
August 3rd, 2006
(0)
goddamn, when i told you guys to downvote this off of u&c, i was half joking. i've watched this go down a hundreth of a point every hour, since this morning.
August 3rd, 2006
(0)
I'll downvote since you asked so politely!
August 4th, 2006
(0)
When i'm in a rut, i just stop trying to make stuff. usually when i try to force myself i just make stuff im dissatisfied with which spirals me further downward. While on my hiatus i usually find myself thinking about things i'd like to make (not specifically ytmnd's but just ideas) and then as i mull them over in my mind i find a few days have passed. Then when i have free time i sit down and try to flesh out some of the ideas. Sometimes i don't make anything at all from these 'ruts' but that's ok.
August 4th, 2006
(0)
If you think about it, the internet and pop culture tell us we have to be on the move CONSTANTLY. Fad's come and go, trends fade, WE HAVE TO MAKE OUR MARK QUICKLY, but i think human expression works at its own pace. Whether that pace is fast or slow, it should never be dictated by anyone other than onesself. So take a break, i guess is what i'm saying. We'll probably be here when you get back.
August 4th, 2006
(0)
pretty much everything you said was true. i've given up on forcing ideas to mind, that always results in poor work (and poor ratings). this one came to me randomly, on a plane, predictably enough, and i liked the idea, and felt compelled to create it. i'm just dissappointed that the 'good' ideas that come to me spontaneously always fall into the same tired theme. i don't mind so much that i post every other week, i just don't wanna appear to grow that much slower than those who post every other day.
August 4th, 2006
(0)
Then it sounds to me like you need to ask yourself why you're here. What you hope to gain, or what you wish to do with this? How do you view your site submissions and how do you view others viewing them? What role do you play and what role do we play? I know it sounds stupid and cheesy, but really what we're talking about is self-expression, YTMND is just a medium, it's not a whole new way of life. As long as you're willing to ask YOURSELF these questions, and take your answers seriously, then you'll...
August 4th, 2006
(0)
probably find that rating/votes/views/and site-creation start to blur into one thing. In my opinion, that one thing has always been an overarching sense of self. My sites tend to sit in similar themes or patterns, and from the outside they may seem like they aren't changing, but i do believe they are. I see the changes in my sites, however small they may be, and im sure YOU see changes in your sites that we dont. Just because the overall theme is similar doesn't mean it's the same.
August 4th, 2006
(0)
But i digress, because it really seems to me like you just need to ask yourself what your sites mean to you and why you make them. And if that means pulling the plug, then so be it, at least you're being honest with yourself.
August 4th, 2006
(0)
i know why i'm here. i've been around the internet a bit, and of all the communities i've seen, this one interests me the most (except maybe /b/). first, i should explain that i treat YTMND as a game. everything can be valued numerically, and these numbers indicate winning or losing. given its scale, the game genre YTMND is most similar to would be MMORPG. but when i play MMOs, i never go for the predetermined 'power builds' that statistically win the fastest.
August 4th, 2006
(0)
these, i would see as analogues to fad comps, splicing old fads into the current top rated, or participating in wars. i take the more obscure character classes, crafting classes or supporters, still trying to 'win' as fast as possible, but simultaneously contributing to the whole. sometimes, those game worlds fail if nobody takes these roles. YTMND is different from other games, however, because, in these games, the strength of 'power builds' is a function of constants inside the game design.
August 4th, 2006
(0)
the strength of YTMND, on the other hand, is a function of retards, who tend to simultaneously vary both sporadically and predictably (and possibly could be controlled). now that i've made a total nerd of myself, i'll go back to my original problem, my apparent fixation on games (d'oh). reading your comments actually made me feel better. when i look into my catalogue, i can see distinct 'phases' in my development.
August 4th, 2006
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i've also deleted a sh*tload of sites (for various reasons), but had i left them, transitions between these phases would be even more obvious. the future looks less bleak to me when i think that while i may not be able to see what's in store for me, two months ago i was equally blind to the present, yet i am quite content with what i currently produce (as cliched as it is).
August 4th, 2006
(0)
i was really just throwing a tantrum because i came to the realization that my current video game style could be considered 'pop,' considering the obvious YTMND demographic. as to YTMND being merely a medium, it is also the ruleset to the game which i choose to play, a game which i find to be very addicting. but i may look into other means of expression in the real world. finally, no matter how broken this game may be, i hope i never conform myself to them, i'd rather wait for them to come to me. thanks
August 6th, 2006
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That is an interesting point of view, and it just seems to solidify why you choose games as your inspirations INSIDE your sites. And i hope i didn't make it seem like i was devaluing your work because it was pop or otherwise. The important part is just that you're using things you're passionate about. Personally i think these past few sites have been really great, like i said in your wallpaper one, your harmonizing of digital and tangible realities is really a neat idea.
August 8th, 2006
(0)
blah blah blah
August 11th, 2006
(0)
God damn, whats with all these long posts on my plane? I mean fav.
August 20th, 2006
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I like how you say how long it took you to make your YTMNDs. I would do that to, but I'd catch sh*t for spending SEVERAL HOURS on them.
(0)
I dig it.
August 21st, 2006
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@ nut, those statistics are usually just as made up as the software. this on is close to true, if you don't count aborted attempts, of which there were many.
October 17th, 2006
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sim city aoind;ab!!!!
October 22nd, 2006
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sox = rox'd
October 28th, 2006
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Mavis
November 17th, 2006
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wow... well worth the read in this comments section... i love the site but have learned a lot more than i expected here overall.
November 18th, 2006
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thats actually pretty sweet. good loop, cool idea.
November 18th, 2006
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November 26th, 2006
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Clean visual, Good audio. Even though I don't like the Gorillaz, not only does this work, it helps the feel. Solid.