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Joined 1 year ago
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Cake day: July 22nd, 2023

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  • When I was a kid, Tomb Raider was a pretty easy game, except this one part that required absolutely perfect timing for a some running and jumping between platforms for a bonus item.

    At the start, I could make it to the next platform. After a while, I could do 2. Eventually, I got 3. After a long, long time, I finally managed to string all of them together… And screwed up the very last one.

    Here’s the thing, though. I got it on the very next attempt. I had learned that sequence so well that it actually wasn’t hard any more, even though it was nearly impossible for me at the start.

    Afterwards, my parents (who watched the whole thing) told me they had never seen me focus on something so intently for so long and they couldn’t believe I managed it.

    That’s what souls games are, from start to finish. Every single encounter is basically impossible at first, until you die and learn enough to get through it. But you start from the beginning of the game every freaking time.





  • To add to that last point, I worked for a company (at retail) that claimed to know that keeping customers was cheaper than getting new ones, and corporate even implemented a policy where the clerks on the floor had up to $100 to keep a customer happy. I never once saw that $100 used, and the one time I tried to keep a customer (who had just spent $3000) happy, management refused to let him return a crap $100 printer because he didn’t have the manual in the box. He had left it at home, and was glad to bring it in next time he was in. Nope. And that incident was within a week of implementing that system.

    So even when a company understands that point, it’s still really hard to make good on it at the levels that it can matter.


  • Well, I’ll give it a shot.

    Part of it is that they can’t know the point that someone is willing to stay vs leave, and they’re always optimizing for that point. Saving money is always the goal for expenses in a company.

    Part of it is that they have a budget that they can’t exceed. Sometimes a person is overqualified for the job, and the job simply can’t afford them. Sometimes that person will stay far longer than they should, when they could get paid much better elsewhere, and sometimes they choose to move when they’re only slightly underpaid for their skills.

    Part of it is that there is more to a job than money. Being comfortable, un-stressed, and generally happy is more important at some point than more money. The company tries to balance these things, as it’s often cheaper to relieve or prevent stress than pay someone to put up with it.

    In the end, it’s super complicated, but all about money, on both sides.










  • Yeah, I got that the 150% was a joke. But I think the meat of the uproar wasn’t the joke, but the whole situation of posting this for the community as if it’s an important thing to decide. The joke didn’t help, either, as it shows they weren’t taking this seriously, further enraging people.

    Sweeping it under the rug then rubbed everyone the wrong way.

    Done well, I think “jiggle-physics” actually call less attention the chest, as it doesn’t look unnatural. The games that get noticed aren’t implementing it that way, though, so it gets a bad rap.




  • It seems pretty clear to me that they definitely intended to include breast jiggle physics at some level, and they decided that that was something that should be decided by the community. That would indicate to most casual readers that it’s a priority for the devs. If they didn’t realize that would strike a chord with both the pro-sexualization and anti-sexualization people, they weren’t thinking at all.

    This looks like a cutesy, cozy game that probably shouldn’t even have jiggle physics. If they really wanted it in there, they should have just done it and said nothing. The “nasty people” they don’t want to “attract” would have appreciated the jiggle, and everyone else would have just ignored it.

    The devs brought it into the spotlight and it got talked about. I’m not surprised at that outcome at all.