A small tool to view real-world ActivityPub objects as JSON! Enter a URL
or username from Mastodon or a similar service below, and we'll send a
request with
the right
Accept
header
to the server to view the underlying object.
{
"@context": [
"https://www.w3.org/ns/activitystreams",
"https://social.matchu.dev/schemas/litepub-0.1.jsonld",
{
"@language": "und"
}
],
"actor": "https://social.matchu.dev/users/matchu",
"attachment": [],
"attributedTo": "https://social.matchu.dev/users/matchu",
"cc": [
"https://www.w3.org/ns/activitystreams#Public"
],
"context": "https://social.matchu.dev/contexts/88880e3d-53f1-4b04-b0bf-956ec996fe06",
"conversation": "https://social.matchu.dev/contexts/88880e3d-53f1-4b04-b0bf-956ec996fe06",
"directMessage": false,
"id": "https://social.matchu.dev/activities/b5a915b2-15e0-4489-aaf9-a99800bca309",
"object": {
"actor": "https://social.matchu.dev/users/matchu",
"attachment": [],
"attributedTo": "https://social.matchu.dev/users/matchu",
"cc": [
"https://www.w3.org/ns/activitystreams#Public"
],
"content": "<p>Fascinating little gamedev case study in Islands of Insight, a game I enjoyed a lot but clearly flopped at its own ambitions</p><ul><li>It’s basically a <em>really well-designed</em> grid puzzle workbook, with smart mechanics and teaching and pacing, set in a pretty 3D world</li><li>But it was clearly released as the scrappy MVP of a “puzzle MMO”: it was always-online, and it was kinda neat to see other people run around, but actual collaboration was basically non-existent</li><li>Now, less than a year after release, it’s shifting into offline-only and no more updates, with 1mo notice to grab your progress from the servers before they shut off permanently</li></ul><p>It’s fascinating reading a Reddit AMA with the game director, which tells me everything that happened here: he managed to sell “there’s potential in the market for a puzzle MMO [and I agree!], but nobody has built it yet, so we’ll need to iterate and learn”</p><p>But the problem was like… you can’t iterate if you don’t <em>have any ideas to test</em>. The game launched with the <em>bones</em> of an MMO, plenty of room to grow—but no actual innovation in the collaboration space to check the audience’s reaction to.</p><p>And the market reaction was basically: hey why the fuck are y’all trying to sell this as an MMO when there’s no meat and the online requirement is basically entirely a liability? It review-flopped <em>real bad</em> from that.</p><p>Anyway like. I spent like a week just plugged straight into this game, because <em>the puzzles were good</em>, and if it had launched just as what they’re downgrading it into, I think it could have gone a lot better. But ah well! Them’s the breaks.</p><p>And I kinda want to go find the puzzle designers in the credits, to see if I can follow <em>their</em> work, instead of this studio that I expect to sabotage them again given the chance lol</p>",
"contentMap": {
"en": "<p>Fascinating little gamedev case study in Islands of Insight, a game I enjoyed a lot but clearly flopped at its own ambitions</p><ul><li>It’s basically a <em>really well-designed</em> grid puzzle workbook, with smart mechanics and teaching and pacing, set in a pretty 3D world</li><li>But it was clearly released as the scrappy MVP of a “puzzle MMO”: it was always-online, and it was kinda neat to see other people run around, but actual collaboration was basically non-existent</li><li>Now, less than a year after release, it’s shifting into offline-only and no more updates, with 1mo notice to grab your progress from the servers before they shut off permanently</li></ul><p>It’s fascinating reading a Reddit AMA with the game director, which tells me everything that happened here: he managed to sell “there’s potential in the market for a puzzle MMO [and I agree!], but nobody has built it yet, so we’ll need to iterate and learn”</p><p>But the problem was like… you can’t iterate if you don’t <em>have any ideas to test</em>. The game launched with the <em>bones</em> of an MMO, plenty of room to grow—but no actual innovation in the collaboration space to check the audience’s reaction to.</p><p>And the market reaction was basically: hey why the fuck are y’all trying to sell this as an MMO when there’s no meat and the online requirement is basically entirely a liability? It review-flopped <em>real bad</em> from that.</p><p>Anyway like. I spent like a week just plugged straight into this game, because <em>the puzzles were good</em>, and if it had launched just as what they’re downgrading it into, I think it could have gone a lot better. But ah well! Them’s the breaks.</p><p>And I kinda want to go find the puzzle designers in the credits, to see if I can follow <em>their</em> work, instead of this studio that I expect to sabotage them again given the chance lol</p>"
},
"context": "https://social.matchu.dev/contexts/88880e3d-53f1-4b04-b0bf-956ec996fe06",
"conversation": "https://social.matchu.dev/contexts/88880e3d-53f1-4b04-b0bf-956ec996fe06",
"formerRepresentations": {
"orderedItems": [
{
"actor": "https://social.matchu.dev/users/matchu",
"attachment": [],
"attributedTo": "https://social.matchu.dev/users/matchu",
"cc": [
"https://www.w3.org/ns/activitystreams#Public"
],
"content": "<p>Fascinating little gamedev case study in Islands of Insight, a game I enjoyed a lot but clearly flopped at its own ambitions</p><ul><li>It’s basically a <em>really well-designed</em> grid puzzle workbook, with smart mechanics and teaching and pacing, set in a pretty 3D world</li><li>But it was clearly released as the scrappy MVP of a “puzzle MMO”: it was always-online, and it was kinda neat to see other people run around, but actual collaboration was basically non-existent</li><li>Now, less than a year after release, it’s shifting into offline-only and no more updates, with 1mo notice to grab your progress from the servers before they shut off permanently</li></ul><p>It’s fascinating reading a Reddit AMA with the game director, which tells me everything that happened here: he managed to sell “there’s potential in the market for a puzzle MMO [and I agree!], but nobody has built it yet, so we’ll need to iterate and learn”</p><p>But the problem was like… you can’t iterate if you don’t <em>have any ideas to test</em>. The game launched with the <em>bones</em> of an MMO, plenty of room to grow—but no actual innovation in the collaboration space to check the audience’s reaction to.</p><p>And the market reaction was basically: hey why the fuck are y’all trying to sell this as an MMO when there’s no meat and the online requirement is basically entirely a liability? It flopped <em>real bad</em> from that.</p><p>Anyway like. I spent like a week just plugged straight into this game, because <em>the puzzles were good</em>, and if it had launched just as what they’re downgrading it into, I think it could have gone a lot better. But ah well! Them’s the breaks.</p><p>And I kinda want to go find the puzzle designers in the credits, to see if I can follow <em>their</em> work, instead of this studio that I expect to sabotage them again given the chance lol</p>",
"contentMap": {
"en": "<p>Fascinating little gamedev case study in Islands of Insight, a game I enjoyed a lot but clearly flopped at its own ambitions</p><ul><li>It’s basically a <em>really well-designed</em> grid puzzle workbook, with smart mechanics and teaching and pacing, set in a pretty 3D world</li><li>But it was clearly released as the scrappy MVP of a “puzzle MMO”: it was always-online, and it was kinda neat to see other people run around, but actual collaboration was basically non-existent</li><li>Now, less than a year after release, it’s shifting into offline-only and no more updates, with 1mo notice to grab your progress from the servers before they shut off permanently</li></ul><p>It’s fascinating reading a Reddit AMA with the game director, which tells me everything that happened here: he managed to sell “there’s potential in the market for a puzzle MMO [and I agree!], but nobody has built it yet, so we’ll need to iterate and learn”</p><p>But the problem was like… you can’t iterate if you don’t <em>have any ideas to test</em>. The game launched with the <em>bones</em> of an MMO, plenty of room to grow—but no actual innovation in the collaboration space to check the audience’s reaction to.</p><p>And the market reaction was basically: hey why the fuck are y’all trying to sell this as an MMO when there’s no meat and the online requirement is basically entirely a liability? It flopped <em>real bad</em> from that.</p><p>Anyway like. I spent like a week just plugged straight into this game, because <em>the puzzles were good</em>, and if it had launched just as what they’re downgrading it into, I think it could have gone a lot better. But ah well! Them’s the breaks.</p><p>And I kinda want to go find the puzzle designers in the credits, to see if I can follow <em>their</em> work, instead of this studio that I expect to sabotage them again given the chance lol</p>"
},
"context": "https://social.matchu.dev/contexts/88880e3d-53f1-4b04-b0bf-956ec996fe06",
"conversation": "https://social.matchu.dev/contexts/88880e3d-53f1-4b04-b0bf-956ec996fe06",
"published": "2024-10-17T19:08:53.925431Z",
"repliesCount": 1,
"sensitive": true,
"source": {
"content": "Fascinating little gamedev case study in Islands of Insight, a game I enjoyed a lot but clearly flopped at its own ambitions\r\n\r\n- It's basically a *really well-designed* grid puzzle workbook, with smart mechanics and teaching and pacing, set in a pretty 3D world\r\n- But it was clearly released as the scrappy MVP of a \"puzzle MMO\": it was always-online, and it was kinda neat to see other people run around, but actual collaboration was basically non-existent\r\n- Now, less than a year after release, it's shifting into offline-only and no more updates, with 1mo notice to grab your progress from the servers before they shut off permanently\r\n\r\nIt's fascinating reading a Reddit AMA with the game director, which tells me everything that happened here: he managed to sell \"there's potential in the market for a puzzle MMO [and I agree!], but nobody has built it yet, so we'll need to iterate and learn\"\r\n\r\nBut the problem was like… you can't iterate if you don't *have any ideas to test*. The game launched with the *bones* of an MMO, plenty of room to grow—but no actual innovation in the collaboration space to check the audience's reaction to.\r\n\r\nAnd the market reaction was basically: hey why the fuck are y'all trying to sell this as an MMO when there's no meat and the online requirement is basically entirely a liability? It flopped *real bad* from that.\r\n\r\nAnyway like. I spent like a week just plugged straight into this game, because *the puzzles were good*, and if it had launched just as what they're downgrading it into, I think it could have gone a lot better. But ah well! Them's the breaks.\r\n\r\nAnd I kinda want to go find the puzzle designers in the credits, to see if I can follow *their* work, instead of this studio that I expect to sabotage them again given the chance lol",
"mediaType": "text/markdown"
},
"summary": "game review retrospective, longish",
"tag": [],
"to": [
"https://social.matchu.dev/users/matchu/followers"
],
"type": "Note"
}
],
"totalItems": 1,
"type": "OrderedCollection"
},
"id": "https://social.matchu.dev/objects/ad79f0d2-f307-4a56-b0f4-7927fedbef23",
"published": "2024-10-17T19:08:53.925431Z",
"replies": {
"items": [
"https://social.matchu.dev/objects/d0e2a598-6a3a-4b26-8a32-26d9f6e0223c"
],
"type": "Collection"
},
"repliesCount": 1,
"sensitive": true,
"source": {
"content": "Fascinating little gamedev case study in Islands of Insight, a game I enjoyed a lot but clearly flopped at its own ambitions\r\n\r\n- It's basically a *really well-designed* grid puzzle workbook, with smart mechanics and teaching and pacing, set in a pretty 3D world\r\n- But it was clearly released as the scrappy MVP of a \"puzzle MMO\": it was always-online, and it was kinda neat to see other people run around, but actual collaboration was basically non-existent\r\n- Now, less than a year after release, it's shifting into offline-only and no more updates, with 1mo notice to grab your progress from the servers before they shut off permanently\r\n\r\nIt's fascinating reading a Reddit AMA with the game director, which tells me everything that happened here: he managed to sell \"there's potential in the market for a puzzle MMO [and I agree!], but nobody has built it yet, so we'll need to iterate and learn\"\r\n\r\nBut the problem was like… you can't iterate if you don't *have any ideas to test*. The game launched with the *bones* of an MMO, plenty of room to grow—but no actual innovation in the collaboration space to check the audience's reaction to.\r\n\r\nAnd the market reaction was basically: hey why the fuck are y'all trying to sell this as an MMO when there's no meat and the online requirement is basically entirely a liability? It review-flopped *real bad* from that.\r\n\r\nAnyway like. I spent like a week just plugged straight into this game, because *the puzzles were good*, and if it had launched just as what they're downgrading it into, I think it could have gone a lot better. But ah well! Them's the breaks.\r\n\r\nAnd I kinda want to go find the puzzle designers in the credits, to see if I can follow *their* work, instead of this studio that I expect to sabotage them again given the chance lol",
"mediaType": "text/markdown"
},
"summary": "game review retrospective, longish",
"tag": [],
"to": [
"https://social.matchu.dev/users/matchu/followers"
],
"type": "Note",
"updated": "2024-10-18T01:51:57.342158Z"
},
"published": "2024-10-17T19:08:53.923312Z",
"tag": [],
"to": [
"https://social.matchu.dev/users/matchu/followers"
],
"type": "Create"
}