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by oneoff786 1644 days ago
None of those are misinterpreted inputs. Those are clearly defined mechanics within the games that have a chance to have an unexpected outcome but in exclusively designed contexts.

I don’t see any of them making you better at the game either, but rather just being a context that you need to adapt to. Dropping all weapons before talking to someone because there’s a chance you might attack them if you don’t isn’t making you better at the game, it’s adding tedium to circumvent a risk that is only present due to your confusion state. If you had no such confusion, this behavior would just be a waste of time. You’re not better at the game generically for doing this.

Also fwiw that sounds like an incredibly stupid game mechanic in cogmind. None of your other examples felt remotely relevant to me.

1 comments

> None of those are misinterpreted inputs. Those are clearly defined mechanics within the games that have a chance to have an unexpected outcome but in exclusively designed contexts.

Video games are computer programs. As a programmer, you have to clearly define the rules to the computer, otherwise the computer will refuse to run your code. Programming unexpected outcomes is by necessity defining clearly probabilities and consequences of failure. How else would you even do it? Actually corrupting the program's memory? Yeah good luck with that.

All I hear is "I don't understand this so I think it's stupid so you must be stupid and these games must be stupid as well."