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by BucketsMcG
1949 days ago
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We got a game of this going in work once. Once. We played in teams of two, so that at least one partner would have time to meet with the other players for negotiations. The moves took place last thing on a Friday, so you had all week to do your scheming. Then we'd all grab a beer and gather round the board to watch the skulduggery. About two thirds of the way through it came out that one team had bribed another with actual cash money before the first turn had even been played. This news didn't go down at all well (although I was quite relieved as we were taking a pounding and had resorted to employing Nixon's "madman theory" in an attempt to buy ourselves some breathing space). We decided we'd best abandon the game before we came to blows. 10/10 can't recommend enough. |
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I play table top RPGs a lot and people talk about bleed, emotions from the game spilling out into real life. You can say this is "neither bad nor good" in the sense you don't want to maximize it absolutely but rather have it there but not so much is actually impacts your outside life seriously.
There are a lot comparisons between social media and drugs floating around in HN. One might better call the phenomena "pathological engagement" Games like Diplomacy certainly show you need to be online at all, you just need the right kind of interface, generally involve selective reinforcement.
"We decided we'd best abandon the game before we came to blows. 10/10 can't recommend enough."
And thing about engagement levels, for drugs as well as all of these bleed inducing processes, seems to be that some portion of people value a greater level of this bleed and will push for it.
Data points to consider