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> What did the game offer that the rest of the world could not? To begin with, games make sense, unlike life: As with all sports, digital or analog, there are g
by 0xcde4c3db 10y ago
> What did the game offer that the rest of the world could not? To begin with, games make sense, unlike life: As with all sports, digital or analog, there are ground rules that determine success (rules that, unlike those in society, are clear to all). The purpose of a game, within it, unlike in society, is directly recognized and never discounted.
I think this is really the underappreciated factor in why people prefer video games to jobs. For some people, it's not that they're lazy and games are an excuse to avoid work, it's that the games are actually a far better work experience than the average job. You don't have to go to any meetings where an HR manager breathlessly explains how the new performance assessment web app is going to make everything better, even though it just looks like a reskin of the one you used last year. You don't have to spend a single nanosecond thinking about whether you're going to be edged out for a promotion by someone who has a better rapport with the boss. There are no especially demanding customers or government budget cuts eating away at the revenue you're paid from. You get to just do the goddamn work.
- Baeocystin 10y agoFlow is intoxicating. Simple as that, really.
- dropit_sphere 10y agoThere is a lot to be said for this. I recently wrote the guide for teamplay with the US Forces army of Company of Heroes 2. USF is widely considered underpowered in team games, because those games often devolve into tank slugfests, and USF lacks heavy tanks. Players who are considered "good" at USF in team games generally play "worse Soviets" --- that is, their playstyle (mass artillery) would be better executed by a different army. I quixotically refused to accept this, and played a ton of games as USF, trying to find a style that played to their strengths and was viable in large team games. It was my top idea in mind for a while, to use pg's concept---the thing I thought about in the shower. Eventually I came up with a style that emphasized flanking, range, kiting, and prioritized taking and using ground. The most important thing was that it was non-gimmicky---that is, it is not an easily counterable one-track pony. I wrote a guide detailing it and the underlying concepts over the course of a couple days, then posted it to the subreddit. I compare this to a React app I recently wrote for a client. We had to work with a kludgy financial API, we had to compromise on certain features to be ready in time for a stakeholder inspection, and some bits of the code are not so great. It's strange, but I almost wish I lived in a universe where I could put the CoH 2 guide on my resume, and not the client work. It's a better product, it represents (relatively) pioneering intellectual work, and I can take full credit for all of it with clear conscience. Of course, no one will make any money off of it; it will not feed any hungry mouths, and an overweening preference for solo projects can signify difficulty working with others. But: the experience of working on it was great, and I can look back and say, "I did a good job, at a hard thing, that conventional wisdom believed was impossible."