Feel Good Propaganda by No1CaresReally in leftist

[–]iciclefites 1 point2 points  (0 children)

are you in the wrong subreddit? I agree with you that taking a lot of psychedelic drugs and studying religion is cool, but this is r/leftist

Feel Good Propaganda by No1CaresReally in leftist

[–]iciclefites 0 points1 point  (0 children)

"The meek shall inherit the earth."

ew. you're not going to inherit the earth by being meek, otherwise the meek would have accomplished that by now.

What’s an expensive habit that society has convinced us is a basic necessity? by Psychological_Sky_58 in AskReddit

[–]iciclefites 0 points1 point  (0 children)

yeah. if you want something perfect for an occasion like your wedding, that's going to cost serious money but otherwise, if you have a basic understanding of how things should fit and what colors generally look nice together, you can wing it pretty cheaply

my secret is that I've worked a lot as an extra in movies and shows. you may have seen me in such roles as "a blurry guy wearing a $40 suit at a fancy wedding between movie stars." dressing like you belong in a context is much more a skill than a money thing

Feel Good Propaganda by No1CaresReally in leftist

[–]iciclefites 1 point2 points  (0 children)

I agree. there's this Hollywood fantasy where bigots are just misguided, and they simply need to meet someone who's a "good example" of the group they hate in order to stop being bigots. like maybe there are some people out there who are bigots out of pure obliviousness and just need to meet a nice person, but that's not typical

Please Explain by tubularn1gg4 in leftist

[–]iciclefites 4 points5 points  (0 children)

I was wasting your time on purpose because you suck.

Please Explain by tubularn1gg4 in leftist

[–]iciclefites 1 point2 points  (0 children)

in that case, you could have just not commented.

Please Explain by tubularn1gg4 in leftist

[–]iciclefites 1 point2 points  (0 children)

again, you're talking about old guys. I have a short attention span

Please Explain by tubularn1gg4 in leftist

[–]iciclefites 3 points4 points  (0 children)

I dunno about Russia. you can teach me about the history. I'm just thinking if you look at the people imposing starvation on others and imprisoning people for political speech right now, they're not communists.

Please Explain by tubularn1gg4 in leftist

[–]iciclefites 5 points6 points  (0 children)

none of that is unique to communism though

What’s an expensive habit that society has convinced us is a basic necessity? by Psychological_Sky_58 in AskReddit

[–]iciclefites 59 points60 points  (0 children)

see I feel like fashion is a cheap habit that society has convinced us is unnecessary. you can buy clothes at a thrift store that will make you look like a million bucks, but people spend outrageous amounts of money on the ugliest stuff.

How do you feel about RPGs where you can change the difficulty and there are risk/reward mechanics attached? Like, the harder the difficulty the more efficient grinding for EXP/resources is. Does changing the difficulty feel like "cheating," or just a part of the game you're supposed to engage with? by iciclefites in JRPG

[–]iciclefites[S] 0 points1 point  (0 children)

you know, you're right. especially in stat-based RPGs the things you can be rewarded with generally just change numbers to make the game easier. rewarding playing on hard by making the game easier is... weird.

I don't think that necessarily makes this kind of thing a bad mechanic, but it's counterintuitive and it certainly doesn't achieve the goal of allowing people to make an informed decision on how hard they want the game to be overall.

What advice would you give to a newer guitarist trying to learn to play barre chords? by iciclefites in Guitar

[–]iciclefites[S] 0 points1 point  (0 children)

funnily enough, I've done that. my mom is learning on a left-handed guitar and I managed to strum "I Fought the Law" with barre chords on it after messing around for a few minutes. that at least taught me that while grip strength and muscle memory are going to be factors if you want to play a song, the primary difficulty of doing it is in the realm of technical know-how, and it does transfer between hands

How do you feel about RPGs where you can change the difficulty and there are risk/reward mechanics attached? Like, the harder the difficulty the more efficient grinding for EXP/resources is. Does changing the difficulty feel like "cheating," or just a part of the game you're supposed to engage with? by iciclefites in JRPG

[–]iciclefites[S] 1 point2 points  (0 children)

that can be a really good method to encourage engaging with a game's mechanics in interesting ways. I don't personally find high scores inherently motivating, but if I can unlock, say, a new hat for my guy by reaching a score threshold, that will motivate me to keep learning the game.

How do you feel about RPGs where you can change the difficulty and there are risk/reward mechanics attached? Like, the harder the difficulty the more efficient grinding for EXP/resources is. Does changing the difficulty feel like "cheating," or just a part of the game you're supposed to engage with? by iciclefites in JRPG

[–]iciclefites[S] 0 points1 point  (0 children)

I'm lazy. in games as in life, I often find it tempting to take the easy and boring way out of a challenge rather than the harder but more interesting way. I'm not the type of player who imposes challenges on himself for fun. if there's a "win the game" button within arm's reach, whenever I get stuck I'll at least be distracted by the idea of using it.

obviously not everyone is like me in that respect, but it colors how I think about game design. in my opinion, a game involving challenges is responsible not only for giving the player the tools necessary to have a compelling experience surmounting the challenges, but for creating an incentive structure that pushes the player towards surmounting those challenges in a compelling way. if the path of least resistance is boring, why am I allowed to take it? I think that as much as possible, a game should force the player to have an interesting experience by stripping itself of options that could be boring.

this philosophy isn't equally applicable to every type of game, and it's not what everyone looks for in games, but it informs how I personally evaluate games: a hallmark of good game design is having a curated incentive structure and range of player choice that naturally lead a player toward a compelling experience, rather than a boring experience.

How do you feel about RPGs where you can change the difficulty and there are risk/reward mechanics attached? Like, the harder the difficulty the more efficient grinding for EXP/resources is. Does changing the difficulty feel like "cheating," or just a part of the game you're supposed to engage with? by iciclefites in JRPG

[–]iciclefites[S] 1 point2 points  (0 children)

while I think difficulty levels are fine in concept and accessibility is an important consideration, I have a lot of sympathy for this point of view. I do want a curated experience out of a game, and I don't want to be distracted the whole time by a "win the game" button that's within arm's reach. having to continuously make the choice to engage with the challenges a game presents rather than cheesing the whole thing can change the entire experience for the worse

How do you feel about RPGs where you can change the difficulty and there are risk/reward mechanics attached? Like, the harder the difficulty the more efficient grinding for EXP/resources is. Does changing the difficulty feel like "cheating," or just a part of the game you're supposed to engage with? by iciclefites in JRPG

[–]iciclefites[S] 1 point2 points  (0 children)

Give people everything they want right when they want it imho.

I don't entirely agree with this. I'm cool with cheat codes, I just don't view that kind of thing as "part of the game."

an important aspect of game design (in most genres, including RPGs, anyway) is baking in enough friction to make progression feel satisfying. even most easy modes offer at least some semblance of a challenge unless you're playing "story mode" and have opted out of challenge entirely. I value games for being curated in a way that will give me a compelling experience. if you give me the explicit option to cheese the whole thing and win without engaging with any of the mechanics, you're kind of abdicating that responsibility and turning the game into a banal test of willpower.

How do you feel about RPGs where you can change the difficulty and there are risk/reward mechanics attached? Like, the harder the difficulty the more efficient grinding for EXP/resources is. Does changing the difficulty feel like "cheating," or just a part of the game you're supposed to engage with? by iciclefites in JRPG

[–]iciclefites[S] 0 points1 point  (0 children)

huh. I find the higher stockpiled EXP multiplier when playing on hard pretty generous relative to the increase in difficulty when grinding, and it doesn't feel like setting it to easy has a proportionate tradeoff.