=== 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.
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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 ---
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║ ┌────────────────────────────────────────────────────────────────────────────┐ ║
║ │ 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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