it's a fantastic article from a variety of folks from in indie TTRPGs:
also honored that another quote from me was both pull-quoted from and used to close the article:
Every platform wants their walled garden, and the VC money that funded the existence of social media platforms that acted like a public is drying up as they realise maintaining what amounts to public infrastructure isn’t profitable,” Levine said. “we're basically just speedrunning the neoliberal enclosure of anything resembling a public commons, this time with digital spaces rather than physical ones. As a creator and a generalist that markets their work online—and in some ways, even just as a person—that’s terrifying.
anyway, the politics of venture capital and website aside: i'm always on one about community. community can be formed on online social networks, but it rarely is.
community is a dense graph. it is rarely incidental—tying everyone together so that each person knows and cares about each other person in it takes a lot of regular work is maintenance. community is hard and messy and difficult to maintain, but it has its own specific problems (and unique benefits) that are very different than that of the loose connections that vaguely connect different webs of people on social media. confusing the two leads to a lot of bad discourse.