Many things stop being dope once you don't get them on a delay. In many cases, delay is used to artificially inflate dopeness
-
-
examples: games where execution of a strategy is embedded over long sequences of trivial actions (most turn-based RPGs)
-
Narratives where there's a big reveal at the end throwing the whole thing into a new perspective
-
The Witness is an example of "genuine" delay; most of the time taken is gears turning in the player's head
-
watching the 20-minute speedrun of it drives home that point
-
I find arguments that delays give you time to become emotionally attached to something later taken away preposterous
End of conversation
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.