=== ANCHOR POEM ===
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there's this really fun video game I like to play called "Legion TD 2" - it's
based on a Warcraft3 mod.
In this game, you make tactical and strategic decisions on a fixed term - a
competitive game between 4 or 8 players with an incredible array of randomness.
it teaches you to work with what you got, and to make decisions based on your
opponent's weaknesses. Good luck figuring out what they are, though, as you
can't just memorize them out of a book. You need to adapt, in the moment, to
the decisions of your foes, while primarily focusing your attention on
accomplishing a different task.
I really like it because it's taught me to be strategic in plenty of other
ways. I used to love the game Overwatch because it required adaptibility. The
game was always changing, so no strategy stuck forever, but every match you'd
play against a *slightly* different opponent.
but then Blizzard changed the game because they wanted to make more money, and
it got worse and worse at what I liked about it. Sadface. : (
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=== SIMILARITY RANKED ===
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║ ┌──────────────────────┐ │
║ │ CW: games │ │
║ └──────────────────────┘ │
║ │
║ │
║ The difference between tactics and strategy is a level of abstraction. │
║ │
║ Tactics are crucial, but context dependent. Strategy is ALWAYS useful as a │
║ method of planning. │
║ │
║ If you typically play base-builder games like Starcraft or Age of Empires, try │
║ playing a game like Supreme Commander or Factorio - both of them are one level │
║ of abstraction up. │
║ │
║ If you typically play arcade turn-based strategy games like Civilization or │
║ Catan, try going up a level of abstraction with Dominions 6, or any game │
║ developed by Paradox Interactive like Hearts of Iron, Crusader Kings, or │
║ Stellaris. │
║ │
║ If you tend to play luck-based games like Poker or Monopoly, try playing an │
║ actual game instead of resolving a system that's predetermined by the initial │
║ board state and results of chance-based-mechanics with minor (if any) input │
║ from players, like perhaps Star Realms, Magic the Gathering, or Dungeons and │
║ Dragons. Each highlight a different type of choice in their mechanics. You │
║ should probably try all three if you care about strategy. │
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--- #2 fediverse/4515 ---
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║ in strategy, the first move is always public knowledge, while the second is in │
║ reaction to the first, as a contestation. │
║ │
║ This is good design because well designed games reflect reality, and the first │
║ move is very rarely a surprise. Timing can shock you, methods can scare you, │
║ but the strategic goals are almost always known in advance to both sides. │
║ │
║ The third move is to challenge your foe's advances while striking in a new, │
║ unexpected way. The fourth almost always addresses the unexpected, often with │
║ force out of proportion to the impact of the third, leaving the second to be │
║ defeated by the first and third in tandem. The fifth is a feint, as the first │
║ and third come to bear against the fourth, while the sixth is a rapid retreat │
║ and attempt to regroup. The seventh should strike where they intend to be, not │
║ where they are. Beyond that you must press your advantages and shore up your │
║ critical weaknesses, while sacrificing the weaknesses that are not part of │
║ your win condition. │
║ │
║ These rules are not set in stone │
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when I played Overwatch, I'd play Tracer, Mercy, and Reinhardt.
As Tracer, my job was to apply pressure as consistently as possible. Make
their healers constantly busy. When one of my other teammates got a lucky shot
or two in, I'd dive and execute. This is in contrast to how Tracer is
"supposed" to be played, as a playmaker.
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part of being a good leader is being able to listen to criticism and adjust.
it's just... part of navigating your "idea-space-environment". Like... what's
the best tactical decision here? are we going in the right way? where is the
objective? whose lives will have to perish?
good news is that you can do that every-day, whenever you play strategic video
games. It's just practice of course, but the game mechanics that have been
made available to you are the tools you can use to undertake this particular
sport. The sport of leadership, a game or mo-del.
as long as the mechanics line up to what the real world conditions are like -
NO. That's not true! you can learn meta-insights that are useful too. By
minimizing the processing to only the levers that you pull to get through the
job, you remove a lot of other informational calculatory methods of doing
things too.
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--- #5 fediverse/2698 ---
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"I could name the top 10 best strategy games of all time and each of them
would shine in a different particular way and none of you would know a single
one of them"
- me talking about strategy games
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--- #6 notes/thing-2 ---
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one of my favorite things to do is play overwatch
nerf blast arena is fun, but not the same. different kind of fun. actually fun.
overwatch was... practice, for different ways of thinking
I liked to play Tracer and always put my distant target behind my main target.
that way I was applying pressure to the frontline while also chipping away at a
potential loop-around target. Always looking for angles on low-health-targets,
while firing their pistols as often as they can.
when playing as Mercy, I would do the same but inversed.
I'd put my frontline between me and between the dps foes.
usually, try and put my tank on-top of their dps, and put their tanks in firing
range (but distant enough to not deal too much damage) (give space)
have you ever heard of the kingdom of luminar?
it was an ancient naaru (spirit)
a moment of clarification in an eternal, pitiless dark.
contemplation.
sevastavan luminous
it blue purple green
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--- #7 notes/trials-of-an-angel ---
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people seek to manifest their desired results in the principles of the people
who they are engaged with. that is a reframing of the idea that people engage
in
conversation to sway their partner to their side of an argument.
however, when one person is like... way WAY ahead of the other, it's not
because
they have more confidence, but rather because they have learned the most
independent of their partner.
... wait what was I saying?
oh yeah supreme commander is a GREAT game because it teaches you to handle and
address multiple different situations or tasks all at once. because no true
strategist could ever be
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--- #8 fediverse/145 ---
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║ │ CW: re: rampant neurodivergent speculation re: Gundam lore │ │
║ └────────────────────────────────────────────────────────────┘ │
║ │
║ │
║ @user-95 most ancient armies were led by a guy on a horse. you gotta be able │
║ to move around quickly so you can get a better glimpse of the battlefield, │
║ plus it's easier to project your voice when you're 2x as tall as everyone else │
║ and standing in the right place instead of way over there. │
║ │
║ are horses ancient mechs? │
║ │
║ plus moving around a lot meant you were less likely to be hit by arrows or │
║ whatever. or maybe more likely, because everyone knows to shoot at the guy on │
║ the horse. perhaps that's why we gave them the best armor. │
║ │
║ in Overwatch (and presumably other similarly tactical games) there's this │
║ skill you can hone called "gamesense". Perhaps better described for this │
║ context as a "proprioceptic situational awareness". It essentially is a │
║ *feeling* you get, about the dynamics and state of the game / world around │
║ you. in ancient days it was used to direct a big block of dudes with sharp │
║ pointy sticks to try and outmaneuver your foe and poke their flanks.... │
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--- #9 notes/game-design-2 ---
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the method of game design is identification of playstyles and the balancing of
success rates of each of those playstyles. then, giving the player as many
different possible methods of playing the game. the more different they are,
the
better, and they should be unique enough that the decisions taken to play that
playstyle feel impactful. meaning, a player could play offensively or
defensively, for example, or a WoW player might play a melee or ranged
character. in addition, they might use the pieces available to them in a unique
way that aligns with their personality - everyone should be able to express
themselves as much as possible while also keeping the game fair, balanced, and
rewarding. It should incentivize the development of skill - and gently guide
the player through various mistakes. It should
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--- #10 fediverse/3248 ---
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║ ┌───────────────────────────────────────────────────────────────────────┐ │
║ │ CW: the-sound-a-gong-makes-except-solid-steel-(vibratory-patterns-in- │ │
║ └───────────────────────────────────────────────────────────────────────┘ │
║ │
║ │
║ the trick to strategy is to overcome your weaknesses with minimal expenditure │
║ of resources. Making *better* decisions optimizes for the most optimal │
║ performances. │
║ │
║ practice makes perfect. │
║ │
║ just as there are infinite anti-derivatives of zero, (the derivative of any │
║ constant (the derivative of any number of equations)) so too are there │
║ infinite perspectives from which you can perceive the same object. Therefore, │
║ no understanding can be assumed to be true, as the path you are on only speaks │
║ in adjacents. *almost* any things. │
║ │
║ like the tips of a triforce moving outward from a central point. │
║ │
║ and the people, the other half of our minds, │
║ │
║ those are the ones you speak to. The thoughts that run alongside your mind. │
║ │
║ an eternal orbit, like two stars spinning and rotating and [lol I've been │
║ instructed to stop, brb gonna play some video games =P] │
║ │
║ (did you know that the colors red and blue are meant to instil panic? it's the │
║ most panicking colors around!!] │
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most strategy games teach strategy as if it were still 1867
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--- #12 fediverse/97 ---
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@user-110 Exactly! I play games to practice strategy and empathy, not to stand
triumphant over a virtual foe. Why should I care for the lessons of others
when mine so often go unlearnt?
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In World of Warcraft, the world is split into a red team and a blue team.
Neither is good, neither is bad, both are honorable and deplorable in roughly
equal measure.
These two factions are engaged in constant skirmishes in a select few
battlegrounds designated as areas where they test their mettle - at first they
warred across the globe, and they still occasionally do, but a few specific
battlegrounds emerged as focus points of their engagements.
Typically, they are chokepoints between two major fortifications, one owned by
one faction and the other the other.
These chokepoints are not held permanently, as they hold little strategic
consequence. However, they serve as safe, constrained theatres of engagement
that allow for the hardening of resolve.
Great care must be taken, as war is not a game. Karate won't defeat a
puppy-bot with a gun, but it might give you the willpower and discipline to
learn how.
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--- #14 fediverse/3 ---
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the method of game design is identification of playstyles and the balancing of
success rates of each of those playstyles. then, giving the player as many
different possible methods of playing the game. the more different they are,
the
better, and they should be unique enough that the decisions taken to play that
playstyle feel impactful. meaning, a player could play offensively or
defensively, for example, or a WoW player might play a melee or ranged
character. in addition, they might use the pieces available to them in a unique
way that aligns with their personality - everyone should be able to express
themselves as much as possible while also keeping the game fair, balanced, and
rewarding. It should incentivize the development of skill - and gently guide
the player through various mistakes.
#gamedesign
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--- #15 messages/649 ---
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when playing co-operative strategy games, a build focused purely on
self-defence and community organizing can easily fail your allies. You cannot
win with a purely defensive build, you must have offensive capabilities as
well.
We've been trained from a young age to believe that offensive = bad, wrong,
evil, but that's simply not true. You cannot execute a flanking maneuver
without pushing forward behind enemy lines, where you can hit them in their
sides or rear.
Trust me, flanking is the best way to defeat a foe, because they are forced to
split their attention not only between multiple enemies but also multiple
directions.
The more shots on target, the better your chances of success, because most of
the time it only takes one hit to win.
In addition, sometimes it's important to *intercept* your foes, either as they
flee or to protect a vulnerable friend that is being pounced upon or flanked.
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--- #16 fediverse/290 ---
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║ you're supposed to play the same games as your friends so that you all learn │
║ the same lessons at the same times. creates for a more cohesive familiar │
║ structure. │
║ │
║ applies also to family movie nights... but it's much more apparent with games │
║ as you'll often play them for weeks, months, and sometimes even years if you │
║ keep learning and enjoying them... book clubs are too open to interpretation, │
║ your pathways don't get a chance to align. games are perfect because they │
║ imply reaction. │
║ │
║ also helps if they're multiplayer, so you can share with another. preferably │
║ with healthy, respectful competition and a sense of shared brotherhood and │
║ trust. │
║ │
║ the toughest opponents are the ones that aren't aggressive. the ones that let │
║ you grow uncontested. by taking only neutral resources they guarantee that │
║ your growth isn't impeded, as after all an equal foe is what you learn best │
║ from. │
║ │
║ to a tree, the loss of a branch (cleanly cut) would feel like an empowering of │
║ the main limb. inspiring it to reach higher and beyond... +h2o1 │
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║ I love the game Running with Rifles │
║ │
║ if you live for 5-10+ minutes, you can learn a lot of interesting things about │
║ how to engage a foe. │
║ │
║ like, the importance of cover *at all times*, until you successfully │
║ outmaneuver your foe. │
║ │
║ when an enemy approaches, don't step out to meet them │
║ │
║ wait for them to attack, and then throw explosive devices at them. easy peasy. │
║ │
║ or, y'know, bullets │
║ │
║ you cannot defeat an enemy head on - that's why the world wars were so │
║ devastating, we put ALL our soldiers at 100% on ALL flanks. We had to to │
║ contest the foe who was doing the same thing. │
║ │
║ it is *mindboggling* how many people died. The utmost scale of destruction │
║ that should ever yet be. because they were never allowed to outmaneuver their │
║ foe. │
║ │
║ a good way to strike is to feint your foe, and let your foe enroach on your │
║ edge, spreading their surface area across a large, thin, useless piece of land. │
║ │
║ basically, make them fight a bit of the land war in asia in your borders. │
║ │
║ then, you can strike at the hinge, where they are weaker │
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║ "fortune favors the bold" is actually a real mechanism in game theory. │
║ │
║ if you act first, if you have the initiative, you can determine the nature and │
║ scope of the contest with your foe. │
║ │
║ in turn-based games of course it's more explicit, as each action begets a │
║ reaction, but in real-time games (where time flows as it does in reality) the │
║ mechanism is just as apparent. │
║ │
║ if you focus attention in one area, you can strike where they're weak. like │
║ Alexander keeping his foes busy with a massive frontline of solid, defensible │
║ troops while his companion cavalry would ride around the side and hit their │
║ flanks and rear. │
║ │
║ game theory is just strategy viewed from the other end, and it matters what we │
║ think because what we think defines what we do. │
║ │
║ ... also, fear is the great paralyzer. fear is a call to action, fear is your │
║ soul speaking straight to you. │
║ │
║ but fear is just nerves, it's just excitement before the leap - you have faith │
║ in this bungee/ this parachute/ the water where you'll be safe, right? My │
║ faith is in y │
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The "bad guys" are always the "bad" guys on the enemy team. And on your team.
The "bad guys" are, unfortunately, often the "good" guys on the enemy team as
well. But never on your team.
There are significantly fewer bad guys than good guys, at all times and on all
teams. The trouble, always, is finding out which is which.
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my favorite thing about strategy is how it can be abstracted!
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--- #21 fediverse/311 ---
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║ "always online video games" are *fragile*. They scare me away because they can │
║ be taken away much easier than a directory on your computer. When that happens │
║ they shatter into shards, piercing my heart where I once loved them. I miss │
║ them, but, I'm used to it - years of playing World of Warcraft has taught me │
║ the perils of developing as a person while your media is going to be │
║ forgotten. If you can't play it, you can never return to reflect, to ponder, │
║ and to cherish old songs. I missed you, World of Warcraft. I missed you, City │
║ of Heroes, and Runescape and... darn I can't seem to remember. │
║ │
║ resilient software doesn't fail less often - that's a measure of it's │
║ completeness. │
║ │
║ resilient software can be run in 10 years. 20. however long it takes. │
║ │
║ computers are deterministic turing machines - how hard could it be to only │
║ update with a downgrade mechanism in place and available for the users? If it │
║ worked once, it should work forever. │
║ │
║ thank you, git. thank you for giving me an endless library of time and change. │
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--- #22 messages/439 ---
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They're afraid of the hamster wheel. I get it. But really I'm just asking
myself questions - why, why, how, what, when, who... Mostly why though.
Always and forever the questions and answers I did ponder - yet forth through
my life I've never met any surefire design, there's always been the matter of
[hope, but pronounced choice].
Only an eternal question monger could suffice for the teachings of christ. (in
the general sense, not the religious implication)
(as a title, almost)
Fear not the one who takes the lords name, but perish the thought of a crook.
Only the vane, in this do profane.
No questions? Then let us move on.
Oh? Well I have some answers, about the truth of totality as it spreads across
all centuries. What's on your mind?
... Well, I have to leave people I care about. Relinquishing love is
difficult. And I get to choose how to move forward. But I must choose soon,
and though I ask myself always what I'd like to do, I always get a new answer.
And every time I think "I should do this. I should dedicate myself to this
[whatever it may be] and on the other side of that thought I realized my
power. I can imagine really quickly and adeptly, but chaos is difficult. "
something like that. Anyway I don't know how to move forward but I'll figure
something out. The point is that I'm sad for leaving those I care about. It's
a sad kind of love, a bittersweet mercy, the chance to be part of a flock. And
I don't know why I
I am not entry level. I haven't spent my time here left fallow. I never stop
working, I am constantly online. I do not know how to relax, every moment to
myself is spent on learning through play. Like a child, almost.
Do you want a company to make good decisions? Hire a gamer. They literally
practice strategy all day long. Don't expect results overnight because they're
learning a new song, but still apply yourself as their teacher. They'll bring
you insights and intuitions that achieve specific near and long-term goals. If
executed correctly, of course. Because the value is not in the follow through
- life is not a book of numbers [like a banker or accountant] it's more like.
?
... Right sorry I got off track - the point is you shouldn't hire athletes
(the people who play games like an esport) for a strategic role - they excel
at tactics. However, strategy gamers (who plays games primarily of the mind,
the science of making good decisions) can often make good decisions to achieve
defined meta-goals and objectives.
Longer thoughts make sense if you spend a long time thinking about them. And
grammar is quickly forgotten to the past.
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--- #23 fediverse/5659 ---
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it's not a game, but all I know how to do is play.
*I can't do everything*
ideally, I'd do nothing.
*wei wu wei* and all that
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║ @user-246 │
║ │
║ one thing you can rely on about evil: it presents itself as such. │
║ │
║ "you can always rely on bad people to turn mean." │
║ │
║ (nobody's beyond forgiveness, but we also need to protect ourselves.) │
║ │
║ in video games, going with a defensive build is a valid strategy depending on │
║ how it's values align. If attacking scales better than defending, in terms of │
║ "effectiveness at the most difficult part" (usually the last 90% takes 10% of │
║ the effort) then it's a better strategy. But if your win condition is to │
║ outlast your opponent, then all you need to do is time your aggression for │
║ when they begin fracturing. │
║ │
║ "I'm sure you don't know this, but once garth fought a dragon. they crashed │
║ through the skies and littered the fields of their home with the broken and │
║ crashed symbols of their own. garth defeated the dragon when one of it's claws │
║ broke, thus giving him the advantage. he took from that fight a shield of │
║ dragonscale, and a tabard made out of some cloth." │
║ │
║ in a contest of wills, the first sign of weakness is whe │
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--- #25 notes/game-design-documents ---
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game designs are like a presentation - given to the company as a pitch for the
product. It'd be recorded and used as training material for new employees.
It was, of course, developed using knowledge gained in the before.
But anyway it was like a roadmap - a guidebook - a puzzle - and a frame
Then, each piece was created with a great focus - and people were assigned to
prepare for certain parts. This way, you could keep the most skilled workers
and
disregard the rest. What happens when they're unemployable? AI will replace
them. But they're still good fine people who we chose to have at our company.
So
why should they be punished? We as a society should care for all those who will
not or cannot contribute to the system - it's built into our very genetic code.
Cooperation is the essence of our liberation - without two perspectives, we are
bound to be lost. Once lost, diversity of thoughts is often quite sought as a
"secret sauce" that describes when we are lost.
These words may not inspire thee. They might even never be false. It could just
not be your understanding. That's okay.
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--- #26 fediverse/4685 ---
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In games, the one who takes the initiative often wins. Because games are
designed to be symmetrical, in order to be fair.
In more complex games, Paradox games for example, games where you look at maps
or otherwise have unequal starting conditions simply due to the unique nature
of each team, the initiative, while an advantage, is not necessarily the
driving force that determines who wins.
But it is an advantage, and they say that sometimes weeks happen in months and
years happen in days or whatever.
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--- #27 messages/240 ---
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I realized the reason it's so difficult for me to get into a new video game is
because my perfect game existed at one point, but no longer, and all else
pales in comparison.
The make-believe games of children are without equal. They represent our inner
truth and desires, cast upon the canvas of our experience through the outputs
of imagination and physical exertion.
I'd spend my time as a child wandering through the forest with a stick in
hand, climbing on things and exploring. I grew up in Wyoming, and the forests
there look like this:
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--- #28 fediverse/2126 ---
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║ There was this great game growing up called Neverwinter Nights 2 - I never │
║ really played it, but it was renowned for it's map-editor functionality. You │
║ could join a person's "game", when really they were in the editor window, and │
║ they could BUILD THE GAME RIGHT IN FRONT OF YOU. It was like, computer skill │
║ performance gameplay improv. It was beautiful. │
║ │
║ I did, however, play a Warcraft 3 mod with all the same ideas. Except, it was │
║ ONLY IN RAM. YOU COULD NOT SAVE. │
║ │
║ so it was a lot simpler, and O M G it was the coolest thing ever. │
║ │
║ I played it like, twice though. Nobody ever hosted it, nobody ever showed me │
║ how. │
║ │
║ I tried to play it single-player, but I couldn't understand the mechanics. Not │
║ simple enough for me, I guess. │
║ │
║ I couldn't help but think how many cool games a person could make if they │
║ could do that with the Warcraft 3 editor itself. │
║ │
║ Because I did work with that, a lot, which was NOT in RAM, but instead stored │
║ to the hard drive. │
║ │
║ Hard drives which I've since lost, of course, but drop me in and I know ho │
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--- #29 messages/387 ---
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Strategy in a nutshell:
identify your resources, identify your goal, and identify any problems
preventing you from reaching your goal.
Then, develop a plan to apply your resources to solve or bypass problems in
order to reach your goal. Easy.
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--- #30 fediverse/5239 ---
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I play video games to help me think just like programmers play video games to
help them sleep
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--- #31 fediverse/3704 ---
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║ Growing up, I started with 3 video games - Super Mario Deluxe, Dragon Warrior │
║ 1&2, and Asteroids. For the gameboy color. Then, a year or two later (what │
║ felt like forever), Super Mario 64 and The Legend of Zelda Ocarina of Time. │
║ │
║ Classics. I was so lucky. Not because it was more expensive than my peers, but │
║ because I had *the right games*. │
║ │
║ Others joined later, Tetris, Mario Kart, Star Fox, etc... But having so few │
║ that were so good for so long made me *adore* them. I would play for about an │
║ hour a day, any more would cut into my imaginative play-time. │
║ │
║ I did not dream of games. But I craved their moments. │
║ │
║ These days, I play games for so long that I dream of them. In my most │
║ vulnerable moments I treat them like my baseline state, rather than a │
║ prescribed appointment of delight. │
║ │
║ I miss wandering around without thinking of my objective. The games seemed to │
║ change, rather than progress. They felt alive to me. I never beat them, │
║ because I didn't need to. │
║ │
║ I'll raise my kids the same way, if I ever having any... │
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--- #32 fediverse/3992 ---
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gamers compulsively say "gg" after every match but I think the best games are
the ones that are even - neck and neck - could go either way - always a tense
struggle
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--- #33 fediverse/4783 ---
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I think it'd be cool if strategy games had slightly randomized rules each time
you played them
everything from +/- 5% hp to this particular unit to every airplane factory
has 10% production speed but builds 10 units at once
and at the start of the game each player is given 1 minute to go over the
"patch notes" and build out a strategy
both of which they can reference throughout the game. Why don't games come
with a built-in scratch-notepad that syncs to a file on your directory of
choice? Maybe a small little paint program dropping pngs?
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