• 8 Posts
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Joined 3 years ago
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Cake day: June 15th, 2023

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  • I generally have more than 16 hours of energy in the day, so I actually did this for a while in college when I worked at a 24 hour job:

    Monday: 2am - 10pm - morning shift and midday classes

    Tuesday: 6am - 2am - morning shift and afternoon classes

    Wednesday: 10am - 6am -midday classes and evening shift

    ThursEve: 2pm - 10am - afternoon classes and overnight shift

    FriNight: 6pm - 2pm - partying, morning shift, and errands

    SaturSun: 10pm - 6pm - partying and miscellaneous

    Usually I had to fudge it a little bit to fit my exact class/work schedule, but it was honestly kinda dope. Less time struggling to fall asleep, 8 extra hours in the week, plenty of energy to party all night. If I could finagle my work schedule like that again, I’d probably go back to it.







  • I think it’s a complex problem. A lot of these “buzzwords” are actually quite semantically rich, if used correctly. “Synergy” refers to the principle of mutually advantageous reinforcement between factors, like the “three sisters” technique in agriculture. “Paradigm” is a concise word to denote an established, standard framework or perspective.

    They are technical jargon, when used correctly. Used responsibly, they can convey a great deal of information with high semantic density. The problem arises when they’re transformed into buzzwords, layered in confusing or abstract ways.




  • Not what I said. Dropping out of a game because it’s too bleak reinforces the game’s theme of people dropping out of reality because it’s too bleak.

    Like I said, it’s not for everyone. But you quit before the threads start to come together. If you don’t care about those threads, that’s your choice. You said you’re interested in exploring the themes the game centers around, and if that’s true you really should give it a real shot and give the game the time to tell its story. But the negativity and pacing are an aspect of that storytelling. People are supposed to be assholes, it’s supposed to feel a bit like a slog, it’s supposed to feel bleak. They aren’t telling the story badly, you’re just not interested in the story.


  • Sure, but again that’s the point. I can get why someone might not have the patience for it, but you can’t really change the front-loaded negativity or pacing without sacrificing the whole message. It’s a crucial aspect of the storytelling.

    Honestly, people who give up on it kinda validate the themes. You and your dozen friends didn’t persevere, like many of the characters. Giving up is one response to bleakness. That’s not a value judgement, like I said it isn’t for everyone, but it is kinda poignant that by checking-out you demonstrate exactly what it’s saying, to some degree.



  • The characters are supposed to be flawed, they’re supposed to be unlikeable. The game is about exploring what it is that made them unlikeable: how much of it is forces beyond their control, how much of it is their own stubbornness and maladaptive reactions, how much of it is just trauma.

    It’s kind of a necessary aspect. You can’t really effectively explore what persistent failure does to a town without feeling like you’re trudging through a story full of assholes. If the characters weren’t so abrasive and broken, it wouldn’t really be the same kind of thing.


  • The main theme of the game basically centers around failure. How it manifests, how people react to it, how it affects them in the long run. Bitterness, apathy, delusion. Most of the characters are some kind of fuckup (except Kim, my beloved). Some of them are failures because they’re fucked up, some of them are fucked up because they failed again and again, but either way it’s an exploration of what that does to a person, what that does to a people, what that does to a town.

    Some people just disassociate, some people give up and abandon their values to go with the flow, some people fight back impotently against forces they’ll never overcome. Above all, I think it’s basically about perseverance, one way or another, in the face of failure.

    It’s very raw, very bleak, very human. It’s easy to feel vindicated when you strive and succeed, when you’re a virtuous hero, but who among us is just a virtuous hero? It’s much more complex and real to fail over and over and still get back on that horse, because what else can you do? The characters are supposed to be flawed, they’re supposed to be unlikeable. The game is about exploring what it is that made them unlikeable: how much of it is forces beyond their control, how much of it is their own stubbornness and maladaptive reactions, how much of it is just trauma.

    If you don’t like exploring those ideas, you probably won’t like the game.