a multiplayer game of parenting and civilization building
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It's only Jason's fault and nobody else's really.
He has shown time and time again that discussion of any kind is utterly useless with him.
The only thing that has worked is, you guessed it, killing 90 people.
I don't think like that, because I know it's not the case.
He is not the one making the swords and the fences in game, we are.
We are because we are worried others are as well.
Because we made them in fear one life, and that fear carries over to the next because we know that having made them once, that they are out there, and can be used on our new family.
This is the trap of war.
It is the trap of invention, for machines capable of killing in the name of defense.
It's the trap of everything, everything we do that we don't want others to do to us, from lies, to slavery, to murder.
Once people see a benefit to exploitation or deception, a chain of events is always sure to loop back around on them, to haunt their children, using the same mechanisms, in the end.
Just as the conquest of Jerusalem, by Rome, let to their fall after Constantine was persuaded to become Christian.
Just as the United States, is suffering to deal with the crimes, and the lifestyles, of the descendants of people who were once enslaved.
And just, as there is no great Mongol Empire, after the people who were invaded, changed their tacts, to deal with future invasions by similar armies.
But here we are, in relative times of peace, for some, with a sort of, global protection, provided by the US military.
It seems a peaceful and prosperous time for some, especially those of us enjoying the internet and, automobiles, with all of our gas stations, conveniences and luxuries. We see the people on TV, all dressed nicely, reporting the news, discussing politics and, we know, all those people in movies and television shows, really live nice lives, no matter what conditions are portrayed in the scripts and on sets. And all of it, all these games and movies, they act as distractions, more than they shed light on any of the problems portrayed; and of the real struggles people are facing.
The games and movies we make, portraying the hardships of war, starvation, poverty and disease, act to draw people, towards more games and movies, more than it leads them to get out and solve problems.
Jason might say that "At least people playing games aren't causing problems. People making games, aren't causing real problems." Well, when the good that our cultures are experiencing depends on people engaging with each other, when people who play video games, don't even know their neighbors, the way our parents knew the neighborhood, when the games are keeping people from forming bonds with those around them, in the real world, they are contributing to problems, by taking away from that time we have to bond, to socialize, and just to get to know one another.
So many of us who have grown up on games, we are so poor, at communicating with others face-to-face. We couldn't get 10 of our neighbors to come together for dinner, let alone organize our communities in a time of need, or just, to make our neighborhoods places we are happier living.
What, what does this even have to do with One Hour One Life?
I guess this is just a chance for some of us to start over, in some way.
That's certainly what draws me to it. But unlike other video games, OHOL, makes me see my neighbors as my family, no matter who they are. At least, it did. It still does, but it did more, before we were turning on each other in these ways.
A lot more than this game has made me who I am. Some might say I've always been smart, kind and concerned. Others might say I'm weak, pathetic or an asshole. Certainly that I'm lazy. Certainly that I've never done enough.
But this game gave me a chance to work hard, to care and to prioritize the welfare of those around me, over my own life.
Staying alive just became part of a routine needed to do what I really wanted to do; to provide for my family.
That is the best, the absolute best thing about this game.
I don't want the sword ruining that.
I don't want to look out my window and see my neighbor, the way I look at another player and wonder, is this the player that killed my whole family an hour ago? I know, that it was a good mindset to be in, to look at my neighbors as I would look at my family in game.
The person bringing in the rabbits.
The person working at the smithy.
The person making the pies.
The person feeding the sheep.
The person teaching the new player how to make compost.
The new player, asking, what can I do to help?
I know all of those people, are good.
Not as characters, but as human beings.
They are good, not just for me, or my family, they are good for everyone, for every family.
All of you are lifting the bar of humanity, all of you, are helping me to look out the window and want to help, everyone I see.
And if I'm feeling that, by playing this with you, then certainly some of you, are feeling it too.
I want more of that.
I want more of it for all of you.
I especially want it, for those kids, those kids who would otherwise be playing Fortnite, Counterstrike, Rust or Call of Duty. But we need to be strong enough to accept those players, without becoming them.
I don't want to lose any of you, over an item.
--
The Yew Bow, was added in Version 20, May 17th, 2017.

The Knife, was added in Version 52, February 8th, 2018.

How many people have we lost, because of the events that played out because of those items?
We made those items.
We did it, because we felt they were necessary.
We knew we needed them, to get something more, out of the game.
We misused them, on each other.
We've turned away, so many good people.
I've turned away my share, and I'm sorry.
I don't want you to be anymore sorry for what you've done.
I don't want a mother, looking at her child, suspecting them of being the one that murdered them in their last life.
I don't want children, wondering if their mom, was one of the people they killed, in a previous life.
I want you to understand that part of the game, that part that makes people care less, about their families, to care less, about their towns.
I want you to understand, that that, is what is destroying this community.
We can blame Jason for introducing these pieces, to our game, but we should not, let them, or him, become excuses for caring, any less for our children, or family, or any other player in the game, that we can share our lives with, in any way.
We must never allow fear, of what someone else may do, change what we value most; about ourselves, the other players, or about anyone on Earth. We make this game what is, just as we make life what it is.
--
Oh, and I don't want armor in this game, that should go without saying.
Maybe just some leather clothing to help reduce the chance that a wild animal encounter will be fatal...but, wait. No.
Nope, nope, nope.
Jason is already sadistic enough as it is.
Nope, he doesn't need those kinds of ideas.
Nor do we need those kinds of ideas.
"Oh, but if Jason hadn't added the warsword , you wouldn't have said such nice things."
Fuck off.
You can just fuck right off with that attitude.
That's the kind of mindset Jason is suffering from.
The kind of bullshit, Star Wars, attitude that thinks because the Sith are weak and the Jedis are strong, that there need to be more Sith to bring about some kind of naive mindset of balance.
FUCK. THAT.
If people thought that 10,000 years ago, we'd never had left that time in human history.
And if people start thinking that now, we'll never make it another 10,000 years.
Always, get better.
Always, raise the bar.
The past is a primitive time of dumb fucks and dumb fuckery.
And the future will always be better, overall,
but only if we make it better, today.
Always love your family.
Realize everyone, is your family.
And never put up a 'guard' to ever let down.
You don't need it. You never will.
Do better for everyone, every life, and everything will be the best, it could possibly be, at the end of each.
The community will all be wiser, the players will all be stronger, and each day, our towns will become more impressive than the day before.
Become the machine of transformation, that is the life of the world.
Stars, gave their life for you.
Strive, for no less.
It doesn't feel right, talking in game when people are counting on us, even if it's just a simulation.
And it doesn't feel right talking about the game, as what it is outside of itself, while being inside.
Not to mention, the limit of characters, so, I want to open up a dialogue with you based on what was said in game.
I trust that was you, as Sophie
How do I start this? There are just so many levels of abstraction here, so many...
And to top things off, now Jason will be in on the conversation, at least, he'll see, if he doesn't respond.
But I want to speak to you as if this is a direct message, I want to reiterate the points I was trying to make.
1. This is a test. It's kind of a lame test, but, it's one Jason wants to give to people in general. It's also one we cheat on, just by communicating outside of it, about it. I don't know for a fact, how much Jason thinks he is outside of this test, or even if he is being subject to it himself. I mean, he most certainly is, and has been, just as we all are, no matter what we do in life, but this is more than likely a test he feels outside of and wants to issue to the people who play this game.
If we kill people, (sadly, without the consent of our governments) then we fail the test.
If this were real life, and someone tried to kill us, and we allowed it, well, in a way, that's failing the test too.
But, if we don't fight back in game, we don't necessarily fail the test. We are not limited to one life, or one chance, in the game, the way we are in reality.
This aspect of almost every game; multiple lives, is why I think some of the best lessons we could teach each other, that we as adults, can teach kids, or that all people could teach each other, this is why some of those lessons just can't be conveyed via this medium. No matter how much programmers, and game designers, like Jason wish they could. Only reality has the power to teach people that they only get one chance to leave their mark on the world; and that the time they have that chance, is finite. So very finite, in the grand scheme of things. But it's all we'll ever know, all we get the chance, to really know.
When we issue these sorts of tests to other people, we are bias as to what the correct answer should be, based on our own morals and values, that we have picked up over the course of our life. The swords and the fences are two separate questions on the same test. Do we, who have known this game before them, who have known every player as our family, allow ourselves to be divided, by walls and weapons? You know that anyone who was your child an hour ago, might be in another family 500 m away in another life. It's the same person. Why wall yourself off from them with a fence? Why ride up to them with the intent to draw a sword?
I know it's a little ironic me saying these things, after I stabbed you in game, but that wasn't just me stabbing you, I want us to stop testing each other like this, the way Jason feels he's being tested as a game designer; the way he feels the need to test us, as the players. We're not going to pass this test without getting past the swords and the fences. Unless, the correct answer to Jason is that we DO choose to use them, and that we do distinguish ourselves from each other, because to him, that's the right thing to do. If that is the case, then he has failed his test, and he wants us to fail with him. But I don't think that is the case, at least, not entirely.
2. You are doing his dirty work. I think this is more likely the case. I think Jason has probably opened up a line of dialogue with you, as he tried to do with me and he has persuaded you, or encouraged you, to play the way you are; to make the swords and the fences, and to help force these changes onto the rest of us. Whether or not this is the case, that either he is encouraging you, or, you are being persuaded, along with others, to bring this change to the game, it is still the case that Jason himself, as a player among players, would have next to no power to enact these changes without assistance and support of the more active players.
I worried about this, when he listed the people with the highest kill counts by email address, showing only a few characters of the details of their email, so that only the players might know who they were. He has never come out against people killing each other, he hasn't even indirectly discouraged it. This worries me, this suggests to me that he failed the test long ago, that his answer is ultimately incorrect, and that he, like the vast majority of game designers out there, is just out to make another murder simulator. Perhaps the parenting, and the displays of affection, they were just ruses to get good people into the game, people with no intention to ever kill other players, or to be murdered in a game, to get in here and be killed. As if that is something he thinks more housewives and little girls, should be experiencing.
If so, that is pretty fucking dirty, and I really hope that I am wrong about that.
What I think is more likely is that Jason, like so many other Americans, is drawing from his upbringing that we get here in America. That war is good, as long as you are the victor or benefactor. This is a lesson we have been subject to since elementary school. Every year, every history class, the documentaries on television, the movies that have come from Hollywood, and now the games. The United States, has more money invested in it's military than any other country per capita. That money comes from the tax payers as well as from the arms dealing industrialist who lobby the government to protect and allow for foreign investments. We put guns in the hands of children in Africa, we sell weapons to people on both sides of the Palestinian border, one decade we arm Iran, another decade we arm Iraq and, all the while we fund the Sunnis via the Saudi Royal family who owns ALL of the oil, in Saudi Arabia. There are almost no wars, no government sanctioned murders of foreigners, on this planet, that the United States is not supporting, either with weapons, money used for bribes and propaganda, or with the lives of our own citizens.
It is integral to that process that United States citizens be numbed en masse, before the reality of this sets in as they mature. That is the role of the educational system, of the news and of the entertainment industry. With Jason being born in a petroleum family, he may have just been set on a course from the start, to be bias towards this numbing, and not just of the citizens of the United States, but of the world. We echo the message, that murder for profit is okay, as long as you kill with our guns, just as the Romans did with their swords, just as the Mongols did with their bows.
--
Cars, Planes, Radios, and... Swords. Boy, haven't we messed up?
Excuse me for a moment, Tarr.
Jason, it's not too late, for you, the game, or us.
If you are doing this, to lure in kids who would have otherwise been playing other murder simulators, so that we can potentially turn them away from that sort of thing, well, I suppose I see your line of reasoning. This War of Mine is one of my favorite games of all time, for many reasons, you just had something good here. You had Don't Starve, Stardew Valley and the Sims, but in a cleaner, less convoluted package. Now what, you want to turn all the innocent people into Gandhis and Hitlers? Socrates' and Ghenghis Khans? You want to make this more like Rust, so, then what? You can hit us with the lessons of This War of Mine? Come on man, you had your market with the parenting; that woman on NPR, the kind men who are considering what it would be like to have children of their own, to feel the kinds of things their wife, mother, sister or girlfriend might have to go through if they want to raise a child. Heck, I think I've ran into about a dozen gay men over the last year and half who haven't said so, but they are probably playing this just because they are flirting with the idea of adoption, or are considering partners who have children from previous relationships.
By making this game more about murder and less about compassion, you are turning away more and more of those people who want, who need, to feel some kind of bond with other people, in only the way parents and children have the potential to bond. You lose all those middle-aged mothers who have become addicted to raising kids, but who's kids have all since grown up and left home. You lose those young women contemplating motherhood. You lose those boys and men, who could really benefit from this game, by experiencing just a hint, of what it might feel like to be a mom. You are throwing that empathic experience away for some cheap thrills for a tiny fraction of your audience who gets a kick out of it.
If you are doing this because you want to attract those young boys that just want the thrill of killing and avoiding being killed, so that the greater audience can try to reach them and pass on some sort of lesson, you're just going to wind up turning away more of those good people; the ones that are already playing, and the ones who might potentially play and benefit from this, only to look on Youtube and see murder after murder and just say... nah, not what I want.
You have a game that can attract an audience that NO OTHER game could attract right now, and you're going to throw, that, away.
I know you are so happy, with your wife and kids Jason, you are so satisfied with all the work you've done over the years and your status among a bunch of other low budget, low rent, game designers, but, just try and see that you still have an opportunity hear, to make a game about families, struggling together, to feed each other, to clothe one another and to shelter each other from, well, from nature itself. The elements of nature that your mom and dad didn't really know, but that billions of people around the world right now, do have to live with, malnutrition, starvation, even dehydration, but most certainly things like not having access to doctors and medicines in their times of need. I mean, you added yellow fever, which, I don't know if you did that as a play on the black people acting white yellow fever, or something more along the lines of malaria.
I know this is art to you and in art the artists has so many interpretations and messages they try to pack into their work. Heck, there is even a hint of Spike Lee's Jungle Fever mixed in with that update, as I seem to recall that was around the time you started toying with races as well.
That's all wonderful art Jason.
Really, but you can do better.
You can do more.
Stop trying to lure in those 'gamer bois' that want to floss and tea bag, and, make a wholesome game that more real moms might want to play with their daughters. Make a game for people who have and appreciate compassion, to come together and support each other.
I'm really sorry for being so harsh to you. I'm sorry for jumping on you with the mob, rather than trying to keep our conversations civil. I don't want you to be depressed Jason, or to think you've thrown away a much greater opportunity. That's not why I ever speak to you directly or indirectly. I just want something good for more people. Encourage what is left of your community to carry on and to be a beacon, a lighthouse to a safe harbor for like people out there that always want to experience this sort of game; to feel safer, among each other, rather than to feel threatened.
There are still so many aspects of life that you can include in here, so many things you can challenge us with, to work together to overcome. I have an idea what sort of challenges you are facing with this; keeping it simple and letting the stories and experiences write themselves, vs, too many meters and stats and recipes that people just get overwhelmed. I want to believe you I know some of the tough decisions you must have to make from week to week, as to what to include and what to avoid, but, really, only you truly knows exactly what it's like for you. And I do trust that you have good intentions, not just your good intentions, but our good intentions, at heart, when it comes to the overarching message of this game, and of all your work.
--
Tarr, I really appreciate you helping Jason and, in your way, being supportive of him, especially through things like github and through the way you are a conduit between the intricacies (and flaws) of the game, and, the community.
I don't know what goes on in Discord, I don't a lot about what even goes on on Github, but, I read what I read here and, more importantly, I experience the changes happening in the game, with the other players. I just want to tell you guys how I feel, when I feel strong enough about things to speak.
It's been so long now since you were Sophie, I forget everything we talked about and everything I wanted to say, but didn't want to flood that life and that town with.
What can I say?
I don't want to see the fences used, offensively or defensively, if they have any ultimate purpose, they should be as good as a simple, white picket fence. Not a warning, not a wall, just, a subtle demarcation between an area that someone wants to work in and the rest of the surrounding area. I don't want them to be like two meter tall chain link fences with barbed wire on the top and no trespassing signs, with chains and padlocks on the gates. I'd like to see them used more as simple farm fences, the kind of fence, THE fence was, when we could just remove the shaft and pass through, maybe even that we could step over, but that would discourage shorter animals, like the sheep from passing through.
As for the swords, well, I think it would be handy if we could turn them into scythes; Swords to Plowshares. Maybe an update where we can breed oxen, craft yokes and attach tools to them that could make working the soil a little easier. I'm sure they can be put to good use. I wouldn't doubt if Jason has thought of that long ago.
We just have to give these things time.
Yet another reason why I don't like reading too much of everyone's comments, saying do this, do that, add this, nerf that!
But what more can we do?
I mean, I love the guides and the plans. I especially love the mods and things like wondible's map that those of you who are more code savvy are doing. I really appreciate that stuff, as much as I appreciate the streamers and the video makers, sharing their experiences with the world. But most of all I love being in the game with the players. With everyone, especially all those people playing this game for the first time and the ones with so few hours. I envy them the most. I want them to stick around. I want all of them to get everything the game, and this community, all of it, has to offer.
I just want there to be more than enough good, to make up for the occasional bad, and I don't want people thinking each day is just a flip of a coin.
Nor do I want players like you, Tarr, thinking that you need to use 90 murders as a point, or feeling you need to fence in whole villages, just to teach someone, anyone, a lesson.
I want more people trusting, educating and encouraging each other.
That's the kind of experience I want new players to have and that's the kind of experience I want them passing on to other.
I'm sorry, I'm tired, forgive me, if I have shown any misjudgment, or misinterpreted, anything, any of you are doing.
I'm sorry.
(and forgive me for not proofreading, I'm not a big fan of erasing mistakes, but I agree, they can be interesting)
We certainly are.
I also dug wells at most of these intersections that had springs, so, if anyone would like to start their own farms away from the main base, there is already a source of water there for you to do so.
No reason we should all be so cramped in the same tiny space, especially when there are 2, 3 or even 4 families there at a time.
It's good that we spend time together, hearing each other enough so we understand our own languages, but, well, some people obviously could use some longer fuses, let's just put it that way.

PS whoever made that diagonal road east of town, going from the small farm and oven, up to the well in the badlands northeast of it, that was pretty cool. I added several more flat rocks to it going down southwest in an attempt to connect it to another well.
I wouldn't mind seeing 8 roads intersecting at a main well one of these days.
Imagine us pulling this off, and more...

I collected wrangled the horses from all of these deserts.

Least you have a mission there.
That'll keep you reason to live, which is what more people need; pick a single aspect of the game or the town, and improve on it while you can, if you really need something to do. It can be anything, or, if you can really take in a whole area, you can multitask and just help with everything, everywhere you go.
I think I've lived in that two bell town, with the two buildings merged into one with a doubledoor'd room between them, about five times.. maybe more, in the last two days. And I'm pretty sure I was there even before these last revisits, when the building up north was just getting started, even before the one on the right.
Just a tip, big problem with that town, the sheep pen is too far from the bakery. That place that is the library right now, that should probably be the bakery, and the present bakery, the long, tall, building to the west, could be converted into a library, or clothing storage area.
A few days ago I brought about ten horses there and left them in that desert south of the bakery. It's nice to see so many of them have been tamed and carted, but just a few hours ago there were still three wild ones, galloping around.
Sure would be nice if that place were cleaned up.
Also helped plant and harvest a few hundred carrots, and about 50 milkweed on that massive spread of soil northeast of the berry patch.

List of Balancing Issues [No suggestions]
Oops
-Beans! One of the most common trash items I see. Beans are often accidentally picked and then immediately dropped causing ground clutter. Berries are often accidentally picked too but that’s ok because if you drop a berry someone will eat it. But beans require lots of processing and therefore in many towns beans become ground clutter. (Possible solution: all vegetables can be used to make compost)
I think it'd be nice if green beans lasted longer.
I have many fond memories of playing hide-and-go-seek, tag, or hide the flag, on one, two or four of the city blocks in my neighborhood as a kid. I loved to hide in people's gardens, and munch on their green beans, or try out other vegetables they'd planted there.
I can't recall a single time where any of the adults ever came out and scolded us for running around in their back yards, and back then, people didn't even fence in their yards, everyone just shared a block and people walked freely from yard to yard just to interact with their neighbors.
It's a little harder now to find a city block that isn't divided into several picket, chain link, or privacy fences, but I know there are still a lot of yards where people haven't bothered to put up fences.
But yeah, maybe make it so green beans don't dehydrate unless put on a plate or in a bowl for some, amount of time.
That way we can snack on them longer while we enjoy our game.
Worse thing that can happen is some kid from another family eats a few of our beans while playing tag.
Goodness, why don't people play games like hide-and-go-seek, or hide the flag, in this game?
Oh, that's right, 15 years of game design says every game needs to be a murder simulator, I'm sorry, how naive of me.
Everyone's too busy telling you how bad swords and fences are to think of more creative and friendly things they could be doing with their time.
Well, here, let me put forward an example of the kind of game we could play. Let's call it... Cinnazuli or, CZ for short.
What you need to play:
One Cinnabar: ![]()
One Lapis Lazuli: ![]()
Two teams; of roughly equal size for example: 1v1, 2v2, 2v3, 3v3, 3v4
Two biomes of roughly equal size, or, areas that can be marked off, maybe with markers like fences, just loosely, to give people an idea where the fields are. Fields could also be easily marked by say 40x40, 40x80, or, 80x80 areas, with the lines drawn between natural springs used to mark the playing fields.
Here is an example of a play field in purple, with the Cinnabar Team's red field on the left and the Lapis Lazuli Team's blue field on the right. 
Ideally the fields would have an equal number of obstacles blocking an equal amount of view, but, nature isn't always like that, some blocks just have better hiding places than others. So, here is an idea, rather than choose the fields ahead of time, one person from each team rolls a bowl of die, highest roll chooses which field they want to hide the other team's object in.
Players meet at the center well or on the boundaries between the two areas to roll to see who takes what side.
After the winner of the roll chooses their side, a person from each team takes the others item; blue team takes the cinnabar, red team takes the Lapis Lazuli. The winner of the roll then makes sure everyone is ready (says something like "Ready?"), after they get confirmation (everyone says "Y" "yes" or "yeap", something to that effect) from everyone, the players then run to out to the opposite ends of the field and can then decide where to hide the opposing team's object.
The players are given one minute to hide the other teams object before they have to be back at the center. In that one minute players must remain within their side of the field. They can attempt to spy on the other team by staying close to the center, or, run distractions if they are being watched. Anything they want to do in that time, but the Cinnabar and Lapis Lazuli, must remain within the fields, and be accessible by the other team.
After the minute is up and everyone is back at the center, the player that won the roll, then checks with the other team again "Ready?" "Yeap" and then the teams scour the other sides looking for their object. Players again, must remain in the opposing team's field, but they can, if they so choose, run up and down the center line attempting to distract the other players, or, see how close they are to finding the item.
First team to return their object to the center, wins the game, and if everyone still has time, a new game can begin.
Obstacles, like boxes, baskets, buildings, trees, may be included in the fields for various types of games.
The game could be played around a town, where the central well is the meeting area.
Please be sure all players are fairly well clothed and have adequate food before starting the game.
I don't want anyone to die while trying to play this, but if winning means that much to you that you aren't going to run and grab food, I can understand.
No weapons please; no hiding your item near the border, and then shooting the other players with arrows as they get close to it or stabbing them from the dividing line.
These rules may be subject to change, by anyone, so long as participants have an idea of what ruleset they are playing by.
I think these rules are simple enough that you could teach someone how to play in less than a minute and the game could be a lot of fun. Please be polite to the other team. When you are done playing, I'd appreciate if everyone said GG or, good game, to the opposing team, I'd say line up down the center and pass by each other, touching each player of the opposing teams hand as you pass by them telling them good game, but, this isn't elementary school football, but you are free to be as friendly after you like.
Please try to have some nice food around so players can attend a banquet after the game is done. Try to keep the post game banter and smack talk reasonable. I have been making up yard games for over 35 years, I'm a professional. I know most people in the business.

Dude, I never thought of the math like that. . . That sounds cool as hell. >:O
If you ever go on an adventure like that, here's a good tip, sleep during the day and travel at night.
At night you get the stars to keep you company, the roads are relatively clear, the air is cool, and moving combined with your body temperature keeps the dew from collecting on you. Whereas, if you sleep at night, traveling when the sun is high in the sky, you get hot and sweaty, the sun bakes your skin and you have to stop for water more often.
Sleeping during the day vs at night.
If people see you sleeping in a park during the day, be it a roadside park, a state park, or a city park, they think you are just relaxing, taking some time off. People are okay with others sleeping in parks during the day. You just find yourself some shade on a soft patch of grass and relax. If you sleep at night, it's cold, the dew collects on you, your body temperature drops, your muscles tense up and that adds to the stress on your bones and joints. And if people see you sleeping in a park at night, they are a lot more likely to call the cops, or, approach you personally and give you a hard time.
No one frowns if you're sleeping in a park during the day, they think "Lucky them, taking some time off from the world."
Eight years ago I did this, I traveled 212 km (132 miles) in 23 hours. I took three naps in that time, a half hour on some rocks at 3 am (miserable) an hour huddled behind a marina at 4 am, get warmed by the exhaust from all the refrigerators inside, and another half hour on a gravel road at 6 am. All of those naps were miserable, but they gave me enough energy to move on.
Then two years ago I took a bus down to Nashville Tennessee to catch the total solar eclipse, and rather than get right back on a bus home, I stayed down there for several days. Well, I traveled around Nashville all night long, walking 50 to 100 km a day and sleeping in the parks when things got too hot in the middle of the day. The last two days I was down there I did get some cheap hotel rooms with a woman I met there, I just really wanted a good bed to lay on, and, figured I'd treat her to something nice as well, but, had I not met her, I would have been just fine continuing to sleep the mid days away, while seeing the city lit up by night.
I was also homeless in Indianapolis for a few months, 18 years ago, and learned that you can nap in most places in the middle of the day, including most coffee shops and bars, and people just think you're a college student, or, overworked. It helped I was younger and spent most of my time in Broad Ripple, the 'college town' of Indianapolis.
--
So much time spent meandering around the same places, when I could have been traveling... don't hesitate to do it if you get the urge. See the world!
So many homeless people I've met, have told me about places I didn't think poor people could ever see. Mexico, Canada, Brasil, Europe, Southeast Asia. I met a kid that went to Thailand when he was 18, just to work for his uncle, but wound up traveling to Singapore, Vietnam, Laos, Burma and even Bangladesh, before he got back to Thailand at the age of 21. That whole time he only did odd jobs where he met people who spoke English, and didn't have to spend a thing. Basically he was homeless and seeing the world.
Most of us probably don't have uncles with restaurants in Thailand, but, there are so many other ways to get yourself into a new environment, like, going to see that Eclipse in Nashville, then, once your there, just wing it. For real, that's living. You want a real adventure, spend half of the money you have to get you as far as you can away from where you are now, and then stay there as long as you can, without spending a thing, if ever things get too bad, spend the other half to get yourself back... maybe take some kind of precautions, but you know what, it's usually more enjoyable if you don't.
There is so much good, and peace, on this planet, that people who live in fear will sadly never, truly know.
Let's say you just have a weekend off of school or work, and you only have $100. Travel as far as you can in two days, on foot, or by bike, and then just catch a bus at a station to get back home, though, you may just do like I did, with that 212 km trip, you may say to yourself "I got myself this far from home by my own two feet, and I'm going to get myself back the same way."
Maybe things don't work out so well, and you lose your apartment or your house, maybe you get kicked out of home at 18 and have no where to live, perfect opportunity to travel light across your country. If you own anything you really want to keep, put it in a storage unit, pay a few months in advance, and then just leave it behind.
You'd be amazed what sorts of opportunities there are out there in the world, opportunities you'll never learn about, sitting at a computer, living by imagination alone.
The worst people you'll find out there, are the ones that try to discourage you from living the One Life, you'll ever have to live.
The ones that tell you "Don't go there." "Don't come here." Hear them, listen to them, but do, what you want to do, regardless.
Some of my best adventures, have been in some of the seediest places in the Eastern United States. I've found some of the kindest people, in places like Flint, and Detroit and in the slums of Indianapolis. All the kinds of places, I was told to avoid, I found good people. Just always be kind to the locals, and show them your utmost respect.
Maybe look at it this way, you are never guaranteed to die, but once. But you are guaranteed to live, every day, and every day on an adventure, is a day worth a memory, for the rest of your life.
You should wacth WBSteve's ohol videos
I laughed, I cried, I laughed, I choked and I laughed some more.
In fact, WBSteve had me laughing so hard I could barely breathe.
This is why I work so hard, so people like this can sit around town and have a good time.
I think I've even passed through a few of these videos, but I never stop to talk to people in towns, so, you won't see me as a character in any of them. But I recognized a lot of the towns these videos were 'shot' in, and I'm glad I helped keep em going.

I wouldnt say Im coming back, Id say Im here for a nice little drive by shooting until Im off on my next adventure which I have been planning for quite a while now
Well, good to see you, even if it's just here on the boards.
Best wishes, on all your adventures.
Welcome back, funny picture maker and lover of ones own brother.
I miss seeing you flirting with every guy in town, ya harlot.
even as another guy. XD
over one cart of iron.
Know the landscape.
Place the horse in the smallest biome.
Take the kid home, clothe them, show them around.
Three minutes have passed, tell them you love them and you're going back out to get the horse.
Problem solved.
Every player is worth more than a cart of iron or rabbits.
Every minute they live with you is a minute they learn more about the game.
Learning that people value each other is the most important lesson for keeping our civilizations alive.
The more we care for each other, the more we feel responsible, the harder we work.
Set good examples, for every player, for every life, and we, as a community, will get better and better.
Fail to do that and you are just adding to the failure of every town, of every life, from that point on.
It'd be a 711 hour walk to get to Seattle from where I'm at.
If I walked 12 hours a day it'd take me only 2 months (60 days) to get there.
You think this is a big world, but 2 months, to traverse the United States, to walk 3496 km, whats that?
Less than ten seconds (9.86 s) of a One Hour life.
711 h walking
192 h biking
88 h bussing
34 h driving
7 h flying
192/12=16. 16 days of riding and sleeping on grass... tempting.
"Year after year, the gaming industry seems to fall back on one underlying theme: Kill or be killed."
"The fact that 82% of the games featured at E3 [2017] are combat focused, illustrates a pretty serious lack of imagination."
"I make a distinction between combat and violence, because in combat the player is the one doing the violence."
"When combat is the game's central focus, it tends to celebrate that violence rather than frame it as a tragic last resort."
"[For many] Combat has now become synonymous with gameplay itself. The president of Nintendo America echoed this sentiment at E3 this year [2017]:
'The game is fun. The game is a battle. If it's not fun, why bother? If it's not a battle, where is the fun?'
That's an extremely narrow definition of what constitutes a game, and frankly a narrower definition of fun.
I'd argue that this obsession with violent gaming mechanics is holding the gaming industry back."
"[... ... ...] Or imagine a game set in a post apocalyptic future. (Because every other game I saw at E3 was set in a post apocalyptic future...) But, instead of fighting over the scraps, players cooperate to rebuild a better society."
Oh no, I fully agreed with a McIntosh video.
Guess I'm an SJW now. Sorry old Kekistanny Komrades, looks like I've joined the dark side.
Next thing you know I'll be listening to Anita Sarkeesian and dying my hair purple.
Yeah, no thanks.
But he did make great points about games. Points I would have never heard spoken about fairly from the Thunderf00t and Sargon of Akkad, type channels I generally check in on when I want to hear commentary about the socio-political aspects of gaming. Not that Phil or Carl are very gaming focused people, Carl is definitely more of gamer though, whereas Phil actually gets science done, while simultaneously countering bad ideas, which is why I've really enjoyed watching his work.
Luckily I know, from said channels, that there are things about Jonathan that I do disagree with, so, he will never get full support from me, but this isn't really about any of those people, is it? At least, I really hope it's not. Nor should it be about liberalism vs conservatism, capitalism vs socialism, democrats vs republicans, Corbyn vs May, or any of that other shit. None of it.
This is about violence vs compassion, death vs life, taking vs giving.
What it is to me, is about the mindset of humanity, I mean really, forget games for a moment. Focus on people, focus on humanity, focus on the minds and the attitudes that we foster from generation to generation. I love history. I love learning about great empires, like Rome, China, the Mongols, the Egyptians. I like how the more we communicate, the more we understand each other, the more can all benefit from each other's strengths and supplement each other's progress, where we are lacking.
I ultimately want cooperation on a global scale, but I really want that scale to include the Moon, Mars, and the entire Solar System. Just as I want us to find a balance with the rest of life, a balance we can bring with is, to new worlds.
Weapons really are the imbalance of life. Teeth, claws, toxins, even muscles, minds and our emotions, have been used as weapons to over power each other. We weaken others to secure our own positions, if we don't just outright remove what makes them what they are, from what they may become, in the future; by destroying their chance to grow, their chance to reproduce, or their life itself.
It's not even so much that I don't want people to be persuaded to kill each other. It's that I want everyone to live.
I want life to be about fostering more life.
I want more plants.
I want more animals.
I want more microbes and fungi.
I want NEW phyla, new kingdoms, to emerge from life in it's present state.
I want viruses and programs, embraced as living things, but I want more.
I want more of all of this, all of you, and all of everything that makes our awareness possible.
I want the chemistry of life made easier, I want it more efficient, I want it to grow, faster!
I want everything we do, to aid in the transformation of this entire universe.
I want to reproduce life under every condition, capable of doing the same.
Gas giants, stars, black holes; I want them all to be able to communicate in ways we can't even imagine yet. The way no single cell my body, would understand the way I am communicating to you, and to yours.
I was attracted to this game because it was about supporting life, but not just some simulations of life, because you, are the baby in my arms. Because inside of that avatar, I see you. I came here to help you grow. I came here to love you, for what I know you really are. I want this love of life itself, to reproduce in you.
I want you to know you are life; to see yourself, in every living thing around you.
I want you to see yourself, in every person. I want you to see the mirror, in ever person's eyes.
To hear your voice, in every child.
To know that every adult that speaks to you, is you, speaking to yourself.
That's just the easy part to understand.
Hearing yourself in the winds and the waves, that takes a little more effort. Those parts of us are so much older. Their language is, much, much older than this. It's older than our throat, or our lungs, and yet, if you listen, you know they are a part of you, by the sounds. Just as the ground is a part of you.
Mind's wandered.
You know, it's difficult to do this because I don't know where you're at. I don't know how much you've been taught because, we're so far away. Are we two cells on either ends of the same organ? Or are you in the heart, while I'm down here in the liver? I don't know. But I have this feeling we're both part of something greater than either of us, and I like it. I like being a part of it. I like this role. Do you think this big creature has any idea we can communicate with each other like this?
Do you think there are any more of them?
--
Whether we are different cells in the same organ, different organs in the same body, or different species in the same genus, we can only aid each other, if we exist. What good is a nervous system, without blood circulation? What good is a heart, without lungs?
--
Even if we get trade, if we manage to come up with some system of currency and give everything values, I probably won't take part in it, at least, I won't be a trader. Everything I make already belongs to everyone. What exists is beautifully simple and natural; we know so much, and can make things for each other, on the spot. From a basket, a bowl, some branches and stone, we could keep enough food growing to feed our families. Why complicate something so beautifully simple? Why deny fruit, from your family?
Before I go, one last thing, there never was a human Eve.
There was only one, Eve, of all life, 4 billion years ago, and it wasn't a woman, or a man, or even anything so complex as a virus.
It was just a few atoms in a soup of other molecules, that happened upon a pattern that allowed themselves, to make copies. A copy that added to itself over time, and hasn't stopped; that, will never stop.
Never stop.
You, the universe brought to life, don't ever stop that.
--
Little too far for game forum comment?
No, nothing is enough, for you.
Granny gives me a dress and I immediately turn it into shirt and shorts.
For all my time played, there is so much I did not learn...

So much I still do not know, but, I like not knowing some things.
It makes playing with all you, that much more necessary;
that much more, rewarding.

I'd have given the dress to the first girl I saw that needed a top, (were I a boy)
used the scissors to get wool, balls of thread and then,
gone out to find or make snares and hunt rabbits for my clothing.
As I've done hundreds of times before.
Thanks everyone, for all the lives we've lived together.
For this life, spent, together.
I went out midlife in a very young town, after getting all my fur and seal skin gear. Collected a ton of thread. Brought it home, made a lasso and decided to get horses for the fun of it.
Got three horses before I was getting pretty old. Still no sheep at home, but there was a bow, arrow and bowl of food in the pen.
Decided to get a lamb, but there was no rope. Cut my lasso for the lamb rope.
I brought the lamb to the fire instead of going straight to the pen, told the kids by the fire I bought a puppy and asked them to name it, no one did, so I named it Bingo after the song.
"There was a farmer had a dog and Bingo was his name-oh, B I N G O and bingo was his name-oh."
I was about to die of old age, so I took the lamb dog to the pen.
Decide to see if the other rope for the lasso was where I left it, it was, I combined the ropes back together and decide to grab one of the horses to parade it around the kids just before I die.
(Both the pen and the small biome tiles where I released the horses were south of the fire, far off screen.)
As I'm bringing back the horse, I try to think of something to say to the kids about it, then it hits me.
Walking into range of the kids, horse in tow by the lasso, I say "Boy these dogs sure do grow up fast, don't they!?" "Look at how fat Bingo is already." something like that.
One woman laughs; one of the kids tells me I'm funny... Puts a smile on my face and a tear in my eye.
Best moment of my life, just seconds before I died.
Craig Venter and Norman Borlaug on an isolated island witrh one knife per person, which of them would survive longer?
Norman passed away September 12, 2009.
He made great contributions to agricultural policies around the world, though.
I think if they were both in their prime, and had the knowledge they've accumulated throughout their entire lives, they'd both live to ripe old ages. Craig would figure out a way to create organisms that could survive on the conditions of the island and Norman would grow from them enough food to feed them both. The metal from the knives would be used for tools, in Craig's lab, and in Norman's garden.
This thread...
I suppose it depends who you ask.
Just want to be clear about my position on the swords, on anything added to the game.
I want Jason to add anything and everything he feels belongs to the game.
It's not the addition of the sword to the game that I don't want.
It's the creation and use of the sword, in game, I do not want.
A year ago it was the knife. I've gathered iron many times, and if I had my way, that iron would never be used to make a knife. Sometimes I'd even rush to turn it into everything but the knife, just to decrease the chances that one of my children might kill another, on purpose or by accident. The accidents were horrible, really horrible. People trying to pass knives to each other, stabbing the person they meant to give it to, it'd put a stone in my chest. It was bad enough that we had to die at 60, it was like a little piece of losing a real family member, or a real friend, at least, for me.
So I turned all the iron I could into everything but knives.
Can't kill the sheep? Oh well, at least there are 5 hoes and 4 shovels, you can dig wells, soil pits and plant crops for the next 60 years.
I understand though, that the knife is a tool. I'm okay with them personally.
What I am not okay with is the video game industry as a whole and it's attitude towards murder.
Yes, this is what happens when we combined 3 lives for 1 quarter, with bullet simulation.
When there aren't any dragons left to defeat, the people turn their swords and spells onto each other. That's what I don't like.
That we are being lead to believe this is all okay because it's simulation.
That this is somehow needed to satisfy some natural tendency inside us to want to kill each other.
We also don't have a natural instinct to shit in toilets, should we all just be shitting in our yards to avoid paying taxes for water?
Then parents wouldn't have to worry about potty training their kids anymore, it could save them so much time, they could watch more Young and Restless and Jeopardy on TV, they could play more World of Warcraft if they didn't have to teach their kids anything. No. That would be fucking stupid. So why are we inadvertently teaching them to kill each other? Why are we putting them in the mindset that the people half the world is the bad guys and that you should find the best guns in the game, while you can, before you have to kill them?
"It's just fun!" you screech
"It's just a game." you whine
I'm sorry, but I want more from people. And I know we are capable of more, if we as a whole are taught better. If the money is put towards better. If the time is spent towards better.
Some of you didn't fall too deeply into the trap. Maybe it was your mother, that bought a family pet and encouraged you to care for it. Maybe your father said some things to you at a young age, that echo in your head to this day. Maybe it was a teacher, a book, or a movie, maybe it was a song. Whatever the reason, you're not out there insulting people after you've shot them in a murder simulator. You're not interested in the games who's main focus is killing the other people. Maybe you play puzzle games, maybe you enjoy Stardew Valley or Oxygen Not Included. Maybe you play Tetris or one of those music games like osu! maybe Sim City or Theme Hospital are more your jam.
What am I talking about? WHO AM I TALKING TO!? You are only here because of JASON, because of ONE GAME, ONE HOUR ONE LIFE.
This is why good people FUCKING HATE YOU JASON, because you are trying to turn us against each other now, because YOU are being INFECTED by games like Rust. You HAVE BEEN infected by games like that throughout your life. You tried making a bunch of quirky games and got next to no attention because of them, now you make a game that attracts people, and what do you want to do with those people? Get them to kill each other!? Why can't you see that is wrong? We came here to get away from that shit.
STOP encouraging people to kill my families.
Stop encouraging people to kill MY family.
--
Here is what I want to hear from you in one of your next speeches.
"... and despite me trying to encourage the players to kill each others, you know what happened? They just stopped making the weapons. They realized that if none of them were threatening each other, that everyone's lives would be better and that their civilizations could blossom into so much more. They didn't put their time and resources towards war and defense. They took care of each other once they put themselves in the other families shoes, an hour later."
You're not going to get that from Rust and you're certainly not going to get it from Call of Duty or Counterstrike, or League of Legends or Defense of the Ancients. Shit, you wouldn't get it from World of Warcraft if the writers at Blizzard didn't try to force hints of cooperation between the Alliance and the Horde, in every expansion, all the way back since Ahn Qiraj in vanilla.
--
But here is the thing, the real thing, that we need to take away from the last 50 years.
There are no demons.
There are no dragons.
There are no bad guys.
There are no bosses (in this context).
There is life and there is the rest of the universe.
If life had it's way, we'd never die. We'd maintain homeostasis, until the end of time.
Our rate of reproduction would match the rate that we are transforming the rest of the non-living universe, into life.
However, we've gotten a little lazy.
Just a little... about a billion years ago, and we began to turn on each other.
When taking too much from an area, turned into stealing from others.
When cannibalizing the dead, became killing the living.
When war became mandatory for the highest assurance.
We turned on each other and we haven't turned back.
Murder games have been a way of validating that mindset, that old world mindset that had already known a circumnavigated globe, that had no where to turn, but on itself.
But something even more important happened, just 50 years ago.
Something has rekindled life's desire to spread out, and to transform new material into life.
We managed to get life to the Moon.
--
There is so much here, on Earth, invested in death; invested in taking life from others, to give to yourself. It's in everything, from religion to labor. It's echoed in most games, as it is in every economy. We have gotten so used to it, people don't just think it's normal, they think that's it's the ONLY thing.
Well, it's not.
It has never been the only thing. There has always been life transforming the non-living parts of the universe, into resources the rest of us require, at this stage, just to exist. They've been working tirelessly, especially since the Cambrian, but, what does the stress of the Cambrian explosion, compare to the stress of humanity? We're taking so much. We've changed, so much.
--
Games are such an amazing way to get ideas out into the world. Ideas that can either help to maintain other ideas; to reinforce them, or, to change them. Here you have a game, with a central message of care. We cannot live, born as a child, unless someone, takes care of us first. Someone has to birth us. Someone has to feed us. At least, that's usually how it goes.
Then we can build up from there.
(Forgive me - life's little distractions. Where was I?)
Let's get to the sword. I just wanted to say we should be able to make anything, I don't mind if you, Jason, add guns or bombs or T-1000's to the game. Add wormholes and stargates, things that take 100 of every resource and 1,000 lives to build, it doesn't matter. You're not the one making the sword in game though, we are.
So, this message is not for you Jason, it's for me, and it's for everyone else. You don't like the swords, don't make them.
Don't hold them.
Don't give them to others.
Don't have anything to do with them.
Is it not obvious that that is the conclusion a sane person would want us to come to?
Or has Jason, have you, just fallen for the mindset I alluded to earlier in this post?
Does everyone need a nuclear bomb because one person has one?
Does everyone need chemical weapons?
Does everyone need a plague?
We decide where to draw lines.
In the United States that line is somewhere between the knife and the atomic bomb.
There are arguments to be made it's even in chemical and biological weapons, but we can all agree that people have nuclear weapons at least? Or are their conspiracies that Nagasaki and Hiroshima were fake? Maybe I just started one... oh shit!
Anyway, it's not your fault Jason.
It's not Tarr's fault for killing all those people.
It's not any president's fault, that we lead any war.
It's just an idea. It's a part of what we are taught we need to be, that we have to eat a little of each other - that we have to allow others, to eat us. We were not born primary producers, and we never will be, primary producers.
Except for Craig Venter
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But I kid.
Just play however you want. Have fun with whatever you like.
Make whatever game you want.
We'll adapt.
or die.
It's not the same thing, but, you get it.
We always get it.
We always will.
I'd rather we were all one big family, struggling against hunger, working together, the way things were over a year ago.
That was the most enjoyable time of the game's history, for me, and many others.
People are the most valuable things in the game.
I get no satisfaction making anyone's time playing less enjoyable.
That's not why I'm here. It's not why most of us are here.
Knives and bows were one thing, but the sword does not belong.
That said, we'll probably have things like handguns, grenades and planes will drop bombs before we are just sending drones and terminators out to kill people for us, while atomic powered robots and automated flak cannons defend our cities.
Not the direction I would go with a gem like this, but Jason has made it clear, this is not our game, it's his.
I'm afraid it's just going to wind up being another Castle Doctrine, but we'll see.
Or, we'll leave and never know what became of it, remembering the times we cared for each other like we recall our own childhood.
The song
I've probably listened to this 50 times in the last 5 days.
I like the sound of it, but the words remind me of something even more memorable; Stanislaw Lem's Solaris.
At first you might think Solaris is about people, investigating another world, a world that seems to be alive, but in a way that is new to humanity. In the book, Solaris is described as, well, sort of playing with itself. It creates forms that people call mimoids, that take shape for short amounts of time, and, seem to enjoy interacting with each other. They rise and fall out of the ocean, like waves, but they take all kinds of playful shapes, shapes that exhibit different features and, styles.
Movies have been made about Solaris, but they focus on the people, the humans come to investigate this strange new world. And when the world begins to react to their presence, to play with them via mimoids it draws from their minds, they, the humans, go crazy.
There are many ways to interpret the situation which Stanislaw Lem writes about Solaris.
- People have no idea what possibilities are out there; what kinds of life forms might be waiting for us.
- Humans will struggle to adapt to new things.
- Humans ...
- People ..
- Humanity .
Reviews and interpretations, including the movies, fail to really focus on the planet itself, the way the first scientists do in the book - the scientists that have all killed themselves, or each other, after the planet began to, innocently, try communicating back to them. It's language was the mimoids, that rise and fell from the living ocean that covered it's surface.
I watched the movies in reverse order before finally reading the book.
First, Steven Soderbergh's 2002 version, with the amazing music of Cliff Martinez and some visuals of the planet that made it look like a ball of plasma. No visuals of the mimoids observed on the surface, not even any mention of them. Just the ones the planet makes for the people, aboard the station in orbit around Solaris.
Then I watched Tarkovsky's 1972 version. No plasma, but a lot of water. No mimoids depicted playing with each other on the surface, but the main character does go down to the surface to find an island created, seemingly for him, out of his memory of his home.
I have not seen the 1968 radio-television-movie-play adaptation of the book. I couldn't find it anywhere.
So, I finally read the book.
--
It was through the book that Stanislaw Lem played with my imagination, the way the mimoids played with each other.
It was through the book, I think, I understood what was missing from the movies. Something I only realize just now is hinted at towards the end of both movies.
We are the mimoids of Solaris.
We, are the beings that rise and fall from the sea of life.
Our sea, is the biosphere of Earth, it is the biomass that blankets the surface.
We are those waves, that rise out of the ocean and end crashing into the shore. The memory of what we once were, what we leave behind, rippling back out, to influence those moving towards the same fate.
While I do hope that somewhere out there, there are worlds like Solaris. Whether they be living stars, living oceans that blanket worlds, or entire planets transformed into a single being, like a single cell, but with no walls to divide it from the rest of the universe. While I do hope there are many other origins of life out there, I gotta say, I really have enjoyed being a part of this one. And while DNA, cells, organs and organisms, may make it seem like we, Earth, are very distinct from Solaris, looking at a life form the way you might look at a wave on the shore, the lick of a flame or a branch in a bolt of lightning... well, it's broken me down.
--
I'm sorry, what were you guys talking about? Selling apples? Growing soil? Farming armchairs?
I must have missed something.

Please, watch, listen, feel. Play, love and live. While you are, in shape.
then in another life I tamed a few that were left in the tiny jungle patch.

I wrangled all those. Brought them in for that exact reason, just so people could easily get horse carts and gather more resources.
I love gathering horses, I get a kick out of how much their trot reminds me of Boston Dynamic's BigDog.

I filled that jungle (I think there were about 12 tiles left without berry bushes on them) over the course of two lives, the second time I was a mother dressed in the blue cape, with a red skirt, a rabbit fur coat and turkey on my head. I looked like a mutant wonder woman, runnin around with that lasso like it was a whip. Had several kids while I was out wrangling too, I think I managed to get them all home alive.
It's really nice when kids give me the chance to get them home alive. It's one of the things I enjoy most about the game; being out getting rabbits, iron, horses or wild milkweed, and all of a sudden, a new challenge appears - get the kid home with, or without, the goods. It's a lot of fun, and most of you that stick with me always have good things to say after an adventure like that.
I really appreciate you staying with me in those situations.

Just found this interesting, figured some of you may as well.
Putting just the times in a spread sheet and having the top 100 or so reviews listed in each row with a week or so for each column would be even more interesting. Maybe with something like +14.4 next to the time just to see how much each has played since the last check. I'd learn to do it with a spreadsheet but, that'd take away from my time played. I could imagine trimming away all the info so it's just the names and the hours would be doable, sure you programmer-types are sighing but, something in my head just throws up roadblocks when I start trying to figure out code. I took C++ and only barely passed with a C--. >.> Never wanted to look at code again after that class. Code is just, so, dry. Thanks for taking the hit for the rest of us though, wouldn't be here without you. [Whether that is a good or bad thing, we'll leave up to the historians in 10,000 years. (If they are robots that have extinct the human race, I'm sure they'll be a little bias.)]
8 years is a bit fast for nature to reclaim your city. That should probably be extended.
It wasn't 8 years, it was 8 hours of real time, 480 years in game time.
There are plenty of ghost towns reclaimed by nature where people lived, and thrived, just 100 years ago, throughout the southwest and and plain states of America. Thousands of them across Russia too, east of Moscow, stretching across Siberia, where people were thriving in the 80, 70, in some cases 60 years ago. The roofs on their homes have collapsed and trees are now growing out of the floorboards where families once gathered for dinner.
I'm okay with this sort of thing being in the game, I love finding old ruins.
I mean, look, all the big hard rocks are back, the flat stones are back, if anything you should be complaining about how that's just unrealistic. Having plants grow and the idea of all the clothing, wood and plant based material decaying, that's at least a little more realistic.
Save your complaints for the age of plastic, when all the garbage doesn't decay.