The discussion revolves around the juxtaposition of morbid fascination with aesthetic appreciation, highlighting individual differences in comfort levels with disturbing content. The role of online communities in creating and sharing user-generated content is also explored, emphasizing the importance of content moderation and community engagement. Furthermore, the concept of simulated mortality in gaming mechanics is examined, raising questions about the potential psychological implications of such experiences on players. By exploring these themes, we can gain a deeper understanding of human behavior, aesthetics, and the impact of technology on our lives.
Key Points
r 1. The Intersection of Morbid Fascination and Aesthetic Appreciation: How does the concept of watching morbid or disturbing content (e.g., timelapse videos of ocean creatures devouring carcasses) relate to appreciating the beauty in nature, and is this fascination unique to specific individuals or groups?r 2. The Power of Community-Driven Content Creation: How do online platforms like Reddit facilitate the creation and sharing of user-generated content (e.g., videos showcasing NPC gathering mechanics in Kingdom Come: Deliverance 2), and what implications does this have for content moderation and community engagement?r 3. The Appeal of Simulated Mortality in Gaming: Can games like Kingdom Come: Deliverance 2's item-collecting mechanic be seen as a form of simulated mortality, where players experience a sense of loss or consequence without actual risk, and if so, what are the potential psychological implications of such experiences?
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Original Article
Sometimes to chill out I watch timelapse videos of ocean creatures such as starfish colonising patches of sea floor. Perhaps they're gracefully devouring a seal's carcass, or moving to escape a lethal descending finger of ice. Look, I'm quite a morbid guy, but 'beauty of nature' and all that.
It turns out there's an equivalent in Warhorse's recent RPG-palooza Kingdom Come: Deliverance 2: drop dozens of items in a random town square, and passing NPCs will gradually gather them all up according to preferences dictated by class. Here's a video showing that in action, created by Redditor Mcloganator, with three thousand groschen worth of goods to harvest.
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