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I tie no weights to my ankles.

@only-fools-fxll

my mom had a nightmare years ago that george costanza tried to kill her and sometimes when we're watching seinfeld and george starts yelling about something she'll be like "that's what he sounded like when he tried to kill me"

last night i had a dream that i was playing minecraft and i noticed i had 77 blocks of cobblestone in one slot instead of it being capped at 64 and it was so jarring to me that it literally booted me out of the dream. like sure you can fly now and your childhood home is a pharmacy but 77 pieces of cobblestone? unthinkable. wake the fuck up.

in Disco Elysium I was expecting there to be some kind of “addiction mechanic” that would add a long-term downside to taking drugs, and was surprised not only by the absence of any such mechanic but also that the benefits of drugs greatly outweighed the cost. anyways fast forward to the late game and I was downing three bottles of pyrholidon and smoking an entire pack of cigarettes before attempting any check, and it was only then I realized there was in fact an addiction mechanic

honestly, i think this is why i like the way the game handles substances so much. when i was looking up playthroughs of disco elysium i stumbled across one subreddit thread where someone asked “gameplay wise, is there any point to staying sober?” and just looked at it. like, yeah. yeah, exactly. we know that harry often does drugs specifically so that he can take on a superhuman caseload - as he puts it to kim, to be a “really good detective”. it was so chilling to see a player asking the same exact question that harry would probably be asking himself. without an external punishment mechanic, without being heavy handed about it, and in a way that (as OP pointed out) is so natural as to be almost unnoticeable, it manages to put the player exactly in his shoes as a recovering (or not recovering) addict. it’s a really well-designed mechanic