" @kirakira@furry.engineer @eclairwolf bare minimum of how a peach should be treated tbh
I have officially gone from “I don’t get why anyone likes yinglets” to “yinglets are precious and adorable and must be protected”
the urge to have all limbs and tails completely enveloping someone else until you can see their anxieties about the external world fade away
hi im back from being bedridden whatd i miss
combat robit that has particularly thick armor around its neck for… no reason
@tempest @kasdeya this is the same criteria rowan uses. it’s particularly why balatro is a favorite despite a deckbuilding roguelite about gambling. it has been pretty overwhelmingly proven that the vast majority of runs are winnable and there have even been some tests done to find unwinnable seeds. the only known unwinnable seeds are actually known bugged ones that make the random generator goof
@kasdeya before i say anything, i want to make sure it’s clear the position i’m starting from:
i think that competition can emerge from different desires, either extrinsic or intrinsic. relating it back to my post you linked: i believe marx described the effect of capitalism as fostering individualism and competitive egoism to the detriment of community. i attribute a lot of these types of selfish, competitive desires and behaviors to living under capitalism. if we’re talking about competition in nature, i think we can define it as two or more parties striving for the same goal where success for one is failure for another. or i guess in other words, a zero-sum game. this type of competition is defined by scarcity; the reason things would compete is that the goal is either so valuable or so scarce that competing is less of a threat than the alternative. capitalism’s entire purpose is to create scarcity (commodification) in order to create profit.
as for the intrinsic motivations for competition: the urge to improve oneself, a feeling of belonging to a community that shares the same passion, and even just the joy of competition. i believe that it’s entirely possible to engage in competition where – while the victory may be mutually exclusive between the competitors – enjoyment can be had in either winning or losing.
i don’t think it’s an accident that the increased commodification of games and multiplayer spaces has lead to increasingly toxic game communities. dota 2, league, overwatch, etc. all have a very real monetary incentive to be good at the game. for example, winning the prize pool of the massive tournaments they hold or being a well-known streamer for that game. that plus the proliferation of sbmm has increased overall atomization of the communities; anyone you meet is temporary. it’s hard to form meaningful connections when it’s nearly impossible to have repeated exposure to them. worse yet, even in the instance that players do go out of their way to add one another as friends or whatever – the duration of games and minimal downtime between matches means that it’s actually really difficult to sync up and play without pretty explicit communication. the design of these games is to keep you playing as frequently as possible with minimal downtime. when you’re used to segmenting your play time in multiples of 15-30 minutes, it’s easy to convince yourself that you’ll just play “a few rounds” and go do something productive. when a friend sends a request to join your party, it can feel like a bigger commitment than just churning through match after match of strangers – even if you would’ve spent the same amount playing.
unfortunately i feel that commodification of communities (and the resultant atomization) is something we’re seeing in multiplayer games and online spaces in general.