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@ -7,6 +7,8 @@ date: git Last Modified
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I was very bad at the video game Curse of the Dead Gods at first because "curses" were, in my mind, something to be avoided at all costs. I thought of them as punishments for doing poorly, and I didn't want to be punished.
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You can't avoid them, though, and once you've played a few times, you realize curses aren't all that bad. In fact, the rewards you get by making blood offerings generally outweigh the problems the curses introduce. The curses usually even have a tiny upside.
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Corruption (or _lack_ of corruption really), a meter that grows as you play and ultimately leads to being cursed, is just another currency, not that much different from the game's money. When you spend the money, the downside is just an opportunity cost: you can no longer spend the money you just spent on anything else you might want to spend it on. When you make a blood offering, increasing your corruption and inching closer to a curse in exchange for some reward, it's a little bit different. Yes, there's an opportunity cost – the corruption you're incurring now can only be incurred once – but the _real_ cost is that you're creeping toward obtaining a curse, which will have some adverse affect on your character, making the game more difficult. So, four aspects of "spending" corruption that make it different from the game's money:
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