=== ANCHOR POEM ===
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 the further down you get in the tech tree, the less powerful the benefits
 should be.
 
 the most important choices for a build are usually taken early on, so why
 encourage snowballing instead of a more linear approach to scoring gameplay
 decisions?
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=== SIMILARITY RANKED ===

--- #1 fediverse/3142 ---
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 │ CW: morality         │
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 all that is sufficient to be a good person is to choose the best option
 whenever you can.
 
 that's it
 
 we act with the decisions we are given. Hence why it's important to be as you
 believe.
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--- #2 fediverse/3912 ---
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 the quickest flaw in a novice's strategy is to act upon what is there, not
 upon what may yet be.
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--- #3 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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--- #4 fediverse/6294 ---
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 if you play optimally, you'll never get any chance to make decisions.
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--- #5 fediverse/2786 ---
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 the best way, I find, to be deserving of trust is to do the best that you can,
 and be honest when you cannot do more.
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--- #6 bluesky#47 ---
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 when tension increases, decrease the amount of decisions made so we have more
 time to decide how we feel.
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--- #7 messages/1281 ---
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 when asked if you want to build a psychic torture prison, your answer should
 always be no.
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--- #8 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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--- #9 fediverse/5350 ---
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 honestly we should be building cities in the most boring locations, not the
 most beautiful.
 
 like below the crust.
 
 or space.
 
 the surface is a pleasuredome, why waste it on scrubland and turf?
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--- #10 fediverse/1098 ---
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 that feeling when you make all the wrong decisions but have all the right fate
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--- #11 fediverse/2475 ---
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 If you want to design a society, first learn how to build a decentralized
 scalable multiprocessor computer program.
 
 It could literally flip bits, the point is to practice architecture not
 accomplish a goal.
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--- #12 fediverse/1687 ---
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 │ CW: violence         │
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 @user-898 
 
 the problem as I see it is that whether building houses gets automated or not,
 they're going to keep building fewer and fewer of them and making them cost
 more and more with cheaper and cheaper materials and labor until something
 breaks.
 
 I personally would prefer if that something were their necks, but we'll see
 what happens.
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--- #13 messages/1121 ---
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 Gift economy: whenever you please, you can be offered a choice. "which of
 these two do you like better?" something you already have, and something you
 might like. Whichever you prefer is yours, the other is theirs.
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--- #14 fediverse/1986 ---
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 when cornered, is it your instinct to escape? or to take one of them down with
 you?
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--- #15 fediverse/5167 ---
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 @user-1074 
 
 so, you're saying we should select for good people, rather than loyal people?
 
 If so, I tend to agree.
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--- #16 fediverse/6341 ---
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 if you want to win, play suboptimally without danger of losing.
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--- #17 fediverse/3177 ---
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 I want to point out how for every game that released in a month, they had at
 about 5 people playing it and averaged their scores.
A description of the rating procedure for Nintendo Power magazine circa 1998.  There are 10 total evaluators, each with around 3 specialties in genres such as action, adventure, puzzles, fighting, RPGs, sports, etc.  Each game is scored proportionally with game design at 25% of the final score, satisfaction at 25%, graphics at 20%, play control at 20%, and sound with 10%
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--- #18 fediverse/6062 ---
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 @user-1074 
 
 the uncertainty is part of the point. Embrace it, do good, and be satisfied
 until you do more.
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--- #19 fediverse/3549 ---
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 │ CW: video-games-mentioned │
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 if the choice is between working on your game / mod and playing a game / mod,
 always work on your game / mod.
 
 your work will outlast you. your time spent in a state of pleasure will
 sustain you.
 
 sometimes there's not a choice. sometimes you need to play, and that's okay.
 to play is natural, it's one of the first things humans do.
 
 we also work. 
 children build sand castles. 
 adults build stone castles.
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--- #20 fediverse_boost/96 ---
◀─[BOOST]
  
  I'm an old school gamer, so avoid looking up min/max combos or character builds for games on the internet. The whole POINT is to find what works yourself, and what you enjoy. It's what gives a sense of achievement.  
                                                                              
  But I don't mind taking real-world advice from people. Sharing tips is fun.  
  
                                                            
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