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Joined 10 months ago
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Cake day: June 4th, 2025

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  • I’m not even going to beat around the bush, it’s straight up the opposite of an appropriate choice.

    Made me absolutely confused reading the comic, to the extent I couldn’t understand what it was telling me until I forced my brain to override the meaning of that icon.

    You can only intuitively use a battery bar to represent a good thing where the full state is desirable (mood, energy etc) not a bad thing where the full state isn’t.




  • I can never understand why the tier list meme template starts at red (bad) for the best rank and goes to green (good) for the worst.

    I wondered if red was being used to indicate “hotness”, but then the bad colour should be “cold” blue.

    Is it just completely arbitrary? Does my life have no meaning?





  • Possibly controversial take: I get super turned-off by any content creator who seems to be in it mainly for money.

    There are lots of people out there who decided they want to be a youtuber as their profession - and best of luck to them! - but I feel quite safe in saying that almost every youtuber I truly love began their channel not because they wanted to make money, but because they had something to share. They had a passion, or burning thoughts, or knowledge that was too good to keep to themselves, and youtube was a way to voice it.

    And they might be profitable now, but that’s not why they started.

    So yeah. As soon as I get a smell that the content someone makes or the way they act or the things they say are dictated primarily by dollar signs, rather than by being the thing they truly want to do, I very quickly lose interest.




  • I’m increasingly of the opinion that finite consumables are bad game design.

    It’s bad design because it fails to account for that exact psychology you described - we humans are loss-averse creatures, and so we hoard them without any benefit.

    Much better systems IMO are those which have consumables that naturally replenish over time like mana, or that you fill between fights like the estus flasks in souls games when you rest at a campfire.

    These are better because they still challenge the player with managing limited resources, except it’s only limited for the duration of a fight or area, not across the entire game like finite consumables are. It encourages players to use them because they know they’ll get it back, and indeed if you don’t use your mana pool when it’s right there to use, then you’re underperforming.

    So yeah. Finite consumables were a natural addition in the early days of gaming which model how real life works, but these days we’ve got much better and more engaging ways of handling the same problem.