Thread:Deathstalker666/@comment-1496755-20171111143841/@comment-3547390-20180608122854

Nods, that pretty much sums it up. I get told I have the perfect life, so I have no right to feel negative emotions. I get told that I am embarrassing due to my mannerisms, annoying because I am different. The solution for many would be to repress themselves, but my individuality is my main priority.

That is exactly what I mean. My mindsets are often the most unpopular and unconventional, not out of avoidance of others but simple preference, which in turn means I tend to take viewpoints that most just tend to disagree with. I respect the differences of others, but they usually can't offer the same for me, getting emotionally upset as I describe my beliefs and logic.

I have played quite a bit actually, though nothing too recent. The Civilization series is a good example, it is a lot like Empire Earth, except it is turn-based. Yet that difference is enough to make it feel a lot worse. It suddenly feels like I am playing a game of chess as opposed to an interactive environment. Older RPGs were also mostly turn-based, which results in it feeling more like a game of wack-a-mole than anything.

The irony is that I never really got too involved with the campaigns myself. I enjoyed the sandbox elements so much that I just never really made much of a serious attempt on the campaigns. One thing I hope to fix eventually. I made quite a bit of progress on Stronghold, I would have continued had I not realized how dull that one was in comparison to the average RTS.

Nods, I never even touched the Gold version. It offered an insane amount of content. Just to mention it, there are quite a few unnatural natural disasters. If you ever wanted to make unstable volcanos that blow up your own units, this is the game for you. Yes, I am insane.

You never know what we will get. I didn't think the DeeP levels would bother getting remakes designed specifically for a shovelware pack. As stated, the Aftershock Toolbox is a bit different from all the others, the focus is on all the design software and not so much on the levels. These new levels are essentially buried between a bunch of old levels, so it is a weird hodgepodge, and definitely something most would overlook.

Precisely. There is nowhere on the internet like this place. Anyone could cover Abyss of Pandemonium and possibly Malice. But how many would go out of their way to detail every level in Q2, Dark Hour, Aftershock, and the Aftershock Toolbox? This is one of the benefits of covering what I cover, I am essentially unearthing stuff nobody has bothered to really play... or if they have, they haven't documented it. I find all the obscure odds and ends of levels that are obscure to begin with, which in turn leads to the Wikia having stuff nobody else would ever bother with. I could have done similar with Doom, but I am not a fan of Doom, and so therefore they don't get it fleshed out like that. There are many benefits to documenting things... you end up cross-referencing as time goes on, which in turn leads to greater connections. We even have a nice chronological list of when things were designed, something that you could never figure out without digging through things like I am.

Nods, monotony can be a bit tedious. I find it useful in some ways; the best benefit to stability in real life is that you can further embrace escapism. So in turn, I get the ability to be able to further think about things and enjoy my escape from reality. I guess that is one way to describe how I approach life, I find the material uninteresting and my mind a much better tool, so I reflect inwards more often than not.