GreenTeaRedFlag [any]

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Joined 4 years ago
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Cake day: March 10th, 2021

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  • addendum: they believe things which are almost correct or apparently correct. Heavier objects fall faster is not correct, but it is apparently correct because very light objects fall slower than heavy objects, and this appears to be constant unless you actually check and realize there’s a threshold. There’s no world outside of eurasia and africa is functionally true if you lack the nautical equipment to reach the americas, but factually wrong. You can’t get things too wrong without problems, but there’s a decent amount of leeway.








  • holistically speaking shooting a Nazi for example is an act of kindness and empathy.

    It is not that necessarily. If the person does it for those reasons it is, but if I shoot a nazis because of anger it is not an action of empathy. Empathy is a motivation, it cannot be brought into an action after the fact.

    Empathy is just the ability to see how someone else feels. It’s better to take actions based upon their materials outcomes rather than just an imagined emotional response to it. This isn’t even self-centered, using compassion, which is not wanting to hurt others, is good way to make choices. but solely thinking about how others would feel or have felt is not great.





  • I’m thinking about ways to implement other mental health conditions. Generally staying on the lower end of severity because I’m more familiar with it, but you could represent anger issues by having skill checks when other characters do seemingly innocuous things, and if you fail all the dialogue options are bad. ADHD could be done with a required mini game of correctly identifying all the steps in a process and having cooldowns between them to reflect executive disfunction. Hyperfocus could be implemented with certain objectives not being completeable, or even showing up in the game anywhere outside of dialogue, until one is. Seasonal affective disorder could be shown with a characters stats just drastically dropping when the seasons change, and the HUD colour scheme becoming more muted.




  • fusion of Ocarina of time and skyrim. Giant map, bunch of long sidequests, tons of spaces to explore from skyrim, beautiful world, actual content in sidequests, puzzles, straightforward inventory. It’d be more than just this, I’m imaging you get two or three weapon slots, and like 10 possible weapons with some from the atart/starting area and others only accessible from sidequest completion. They don’t break except for in plot circumstances(like a villain breaks/steals your sword in a questline, but that’s so you can get a different one at the end of it). Every puzzle could be solved in a way you could do it in real life, not one mechanic to the puzzle. For example, if there’s vines you need to get rid of, you can burn them if you have a fire weapon, or cut them with a strong enough sword, or get a gardener to deal with them. I’d also want it so you could theoretically kill anyone, but there would be consequences. kill someone central to a sidequest and you have to find a way to work around their absence, or it ends and everyone is pissed at you. You can kill a child but every NPC will hate you and you won’t be able to start any more quests, and the stronger ones will try to kill or imprison you. There’d also be meaning to the positions you get. you can become head of the thieves guild if you want and do the quest, but you have to keep doing thief quests, actually plan heists and deal with problems within the members, as well as challengers to your position. I kinda like the idea of there not being a main quest, just a giant world full of places to go and people to see. Basically, I want a game that actually does something with the idea of an open world adventure game other than an adventure game with an empty but giant map.