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For the first time in nearly two years, my head doesn't hurt.
Best fucking feeling in the world.
Since February 2010.
or overdose in painkillersNothing worked.
And now, it just... stopped. Just like that,
I hope to fucking god it stays stopped.
I woke up, and it's still gone.
PT in fifteen minutes anyway, though.
^^ Yeah, it's been hard, but... well, I'm still here, right?
^What kind of job is the interview for?
1. Choose something awesome.
2. Follow it up.
3. Ignore the blatant reductionism of this post.
Essentially, the issue with wanting to be a writer is that the technical definition of professionalism isn't likely to hit while one is young and relatively unestablished in the workforce. Malk is pretty wise to kinda sorta maybe it, because it's something that has to be pursued alongside other things. I follow an equivalent or greater problem with my swordsmanship, given its obscurity and questionable modern relevance. Chances are that, irrespective of my potential mastery, that alone won't pay for anything beyond the necessities of living and a couple of cheaper luxuries. If I, say, became a full-time instructor, I could pay the bills, feed myself and perhaps afford some vidya on the side, but not much else.
At the moment, I'm wondering what I should do secondarily, but most of what I'm interested in has its own challenges. For instance, I'm currently weighing up the pros and cons of following game design. I have no doubt that I've got strong potential as a game designer, but one of the issues with game design as an industry is that artists or programmers -- usually the former -- tend to get promoted to that leadership position rather than anyone educated and trained specifically for it. As a result, an education in game design (as oppoed to game art or game programming) will equip me to design great games without being practical in the industry sense. Conversely, a course in game programming could propel me upwards, but ultimately won't teach me how to create a game holistically.
@Saigy: The lack of roads on the map doesn't help matters much when it comes to getting around the world. This is especially groan-worthy when a quest location is in the middle of nowhere in a region you haven't been, so you have to make your way to the nearest known location and make your way from there. All without any clear indication of an efficient path, or whether you'll come across an impassable obstacle from your current direction.
As for gaming...hmm...
Maybe I'll go and finish Shaman King 1. That's probably the quickest and least thinking-intensive. Alien 3 requires a lot of mental RAM to remember where all the prisoners and the barriers are. Nostalgia would require me to reload all the information of knowing what does what and what's weak to what and stuff, though that could be helped with a FAQ. But I definitely wanna save Recettear for last.
I do at some point want to continue or restart Pokémon TCG, though that's also very thinking-intensive.
While the game is certainly far superior to Oblivion is regards to having a less breakable system, it can still be abused somewhat. When your major skills get to such a level that they begin to level slowly, you can simply move to abusing skills you otherwise ignore. This way, you can continue to gain levels pretty quickly, although your lack of extra proficiency in your core skills will ensure that higher-level perks will remain locked off. All the same, the Health/Stamina/Magicka bonus is sometimes the difference between life and death.
As noted, though, there's a build efficiency penalty in breaking the system, especially when it comes to adversaries that level with you.
It isn't so bad with the Harvest Moon texture pack (woohoo simple textures!), but my other ones (especially the 32x one)...
x.x
...and I'm regretting it.