AsiaCel
shalom goyim
★★★★★
- Joined
- Nov 24, 2017
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The world mostly runs on an incentive disincentive mode.
When I view love between couples, I don't view love the conventional way, but a constant meditation of incentives and disincentives. Preventing cheating, demands both appeasement and punishments.
Appeasements and punishments also depends on the severity of the reward/punishment
Notice: appeasements and punishments may not affect everyone universally; pay2win items serve as both win for paying players and loss for non paying players.
How does that apply to other things?
As a government, you have to boost your legitimacy via the same model in order to make your citizens hooked to it
Incentives: democracy, welfare, benefits
Disincentives: jail, social ostracization, soft punishment
As a free2play game developer, you have to make the game easy and hard enough to both frustrate while generating maximum revenue and engagement.
Incentives: occasional wins for free players, new updates, daily rewards
Disincentives: pay2win items, ragaquitting punishments, inactivity bans
A good recent example being the Epstein case: if not for the mass public leak, the elites wouldn't pursue the case at all because it would damage many elites' image and possibly access to resources/power and political careers, thus we can see that the publicity served as the disincentive.
When I view love between couples, I don't view love the conventional way, but a constant meditation of incentives and disincentives. Preventing cheating, demands both appeasement and punishments.
Appeasements and punishments also depends on the severity of the reward/punishment
Notice: appeasements and punishments may not affect everyone universally; pay2win items serve as both win for paying players and loss for non paying players.
How does that apply to other things?
As a government, you have to boost your legitimacy via the same model in order to make your citizens hooked to it
Incentives: democracy, welfare, benefits
Disincentives: jail, social ostracization, soft punishment
As a free2play game developer, you have to make the game easy and hard enough to both frustrate while generating maximum revenue and engagement.
Incentives: occasional wins for free players, new updates, daily rewards
Disincentives: pay2win items, ragaquitting punishments, inactivity bans
A good recent example being the Epstein case: if not for the mass public leak, the elites wouldn't pursue the case at all because it would damage many elites' image and possibly access to resources/power and political careers, thus we can see that the publicity served as the disincentive.
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