Life stops being painful when you stop seeing your body as yourself and start viewing it as just an instrument to interact with the real world. You also start to be just an observer, rather than an active participant, that's pretty awesome.
@Robson_DeMello@JavaGracia@PokeDailyPost Iirc those problems (or at least the albino pokemon, I don't really know about the red shade) were only present in the very first version of the games, they got fixed pretty quickly with updates
Por supuesto, voy a agarrar chambas relacionadas a mi carrera para conseguir experiencia y eso durante un par de años y conseguir un trabajo mejor, pero qué trabajo? A qué es lo que quiero dedicarme como trabajador?
Самое интересно что почти никто из атеистов не испытывает ненависти к христианскому богу... Иисуса так и вообще любят. Проблемы там вообще в другом, в людях , институтах и в домах.
Да и в целом какой смысл ненавидеть то чего по твоему мнению и не существует вообще лол.
Trumpistas: No está invadiendo Venezuela por el petróleo
Trump: Solo me importa el petróleo
Trumpistas: Nunca dijo que no le importan los latinos
Trump: Yo ODIO a todos los latinos
Trumpistas: No puedes decirle fascista solo porque te cae mal
Trump: Me considero un dictador
-Che, me parece que bombardear a un país para sacarle el petróleo está mal
-Apoyás a Maduro, zurda.
-Matar niños es terrible
-Ah sos una antisemita
Así con todo. Esa manipulación berreta lo peor es que les funciona.
Characters should be designed around what type of tone/narrative the game is going for
No one dislikes super attractive characters, but they may not fit the intended vibe. The likes of Ivy or 2B would not fit in Dark Souls, just like a DS character wouldn’t fit in Dead or Alive
Video games will never be taken seriously as an art form because neither the industry nor the audience treats them as art, and the audience is the larger part of the problem. Games are treated as products to be made fast, sold loud, consumed, discarded, and replaced. That is why Call of Duty and FIFA sell in the billions, not because they endure, but because they are disposable and familiar.
This has nothing to do with graphical fidelity, art style, music, voice acting, or budget, even though players insist otherwise. For most people, “artistic merit” means how flashy, pretty, and expensive a game looks. Spectacle is mistaken for depth, and production value is confused with meaning.
Games are not built to be evergreen because the audience does not want evergreen. The people who revisit old titles, engage deeply with systems, or approach games patiently are a minority. Most want the new release, the hype cycle, and the spectacle, then move on as soon as something shinier appears. This is the same reason Avatar makes a billion dollars per film yet leaves almost no cultural footprint. Audiences want stimulation for a few hours, then the exit.
Art requires patience and trust, and games demand both. They ask players to learn systems, accept friction, and think. The audience rejects this. Anything slow, strange, or uncomfortable is dismissed as boring or pretentious, so risk is punished not just by publishers, but by players themselves.
Because of this, metrics replace meaning. Engagement time, retention, and monetisation become the measure of success, because that is what the audience rewards. Art asks what something is saying. Products ask how long you stayed logged in. Games suffer most here because their greatest strength, player agency, is treated as an inconvenience rather than an opportunity.
Legacy is impossible without permission to fail, and the audience does not allow failure. A bad novel does not kill literature. A bad film does not kill cinema. A bad game can kill a studio, because players demand perfection, constant novelty, and infinite support while rejecting experimentation.
So the ceiling stays low by choice. Not because games cannot be art, but because an audience trained on disposability, spectacle, and instant gratification will not tolerate sincerity, patience, or risk. What survives is not what lasts, but what sells loudly and disappears quietly.