Is the goal is to communicate information in the clearest manner possible? Or is communication that is laden with ambiguity, irony, hierarchy etc., in short, social information that is supplementary to the literal meaning of the words, better because is more dense with meaning?
ReadFanon claims that;
Autistic people, speaking as one of them, tend to heavily focus on semantics in communication whereas allistic people tend to heavily focus on pragmatics.
My experience though is that in most circumstances the kind of "dense layering of social meaning" that you're talking about is basically indecipherable to me in the context of an interpersonal conversation.
And so part of the reason why I might resort to "focusing on semantics" in the course things is because I'm trying to get the other person in the conversation to state explicitly what they would normally be trying to convey implicitly, because I cannot actually know what they are trying to say otherwise.
It's like subtitles for somebody with a hearing imparement.
I'm absolutely certain that science does not "confirm" whatever you think that means.
This is ironically also the Hexbear justification for defederaing other instances now, lmao.
That's a bit of a non-sequitur in this instance don't you think? We're not talking about what the name of a place is, but rather how the two countries' citizenry feel about their respective governments.
My issue with going back to old TW, is that while I will agree that there are certain things that feel better about how it plays, and settlements feel like actual places instead of just production hubs; almost every faction feels basically identical in how they play with only the most marginal possible variations in roster. This is less true in Rome 1 of course, but it's especially so in Med2, and Shogun 2, even though I do still like both those games.
TWWH, I believe, is for all it's flaws a genuine advancement in design, because it gave CA license to experiment with hard asymmetries between faction rosters & campaign mechanics.
I get your point about warfare being incredibly simplified in HoI4 v HoI3, however, I think that virtually everything else about HoI3 is borderline unplayable due to how many factors of high-level industrial economy it is trying to simulate. And I say it's unplayable, mainly because it's unreadable. I, as a new player, have no real way to figure out at a glance what effect any given action I take is going to have. And that makes it both harder to learn at all, and makes me not want to bother trying.
I don't like Half-Life in general, because I think the gamefeel is floaty & wrong.
One of the reasons so many stories from college sound like a summer camp is college dorms, or at least older ones, are still built for human habitations. Dozens of people share one laundry room. Living spaces are tiny but there are tons of common areas.
TBH, I had an absolutely fucking horrible time living in a dormitory-style arrangement when I was trying to pursue a trades education ~4 years ago, and I think it was a major part of what caused me to fail out of the program.
I can't deal with being around that many people all at once, all the time. I feel an extreme degree of social anxiety, and pressure to succeed in that kind of environment, and it's caused me to engage in some moderately concerning self-harming behavior in the past (e.g. ramming my head at full force into a concrete wall as a form of self-punishment, and running off campus into the woods during a severe snowstorm just to get away from it all).
Okay, good night. 🌃
Hmm; because meeting people costs money. You have to go places, and be presentable, both of which cost money.
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My suspicion is that it's a thing where you can't see them, but they can see you. Admittedly, sounds like a bad design choice.