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Seems like you could probably do some effective and efficient research using games. I always have to force myself to use the one shot super weapon, or even a few grenades, in order to not end the game without ever using them.

Video games seem like the perfect arena in which to do and apply this research.



I've identified this problem in my gameplay in roguelikes. It's hard to predict precisely what will be needed in later levels, so I find myself being quite a bit too conservative. I'd love to see research on this behavior.


Not a research on such behaviour but more an application to macroeconomics : https://en.wikipedia.org/wiki/Capitol_Hill_Babysitting_Co-op

It illustrates :

> the paradox states that an increase in autonomous saving leads to a decrease in aggregate demand and thus a decrease in gross output which will in turn lower total saving. The paradox is, narrowly speaking, that total saving may fall because of individuals' attempts to increase their saving, and, broadly speaking, that increase in saving may be harmful to an economy.


This is the fallacy of composition applied to aggregate demand. That's important to know about, but what others were talking about is the psychology of individual choices. There isn't any aggregation or composition happening there as far as I can see.


It's got to a point where in games like Skyrim I generally just sell the majority of potions and whatnot, because I know when I get down to it I'll always be thinking there's a better time to use it.

For whatever reason, I still can't let go mid-combat, but when selling it I have no issue.


In a lifetime of regret and missed opportunities, this is one area at least where I've learned my lesson. I can now go through a whole game and use all the "special" stuff that I'm given, and usually even at the appropriate times! Kinda proud. It sounds silly but it took a lot of letting go.


It's not silly, you found a dojo for practicing "letting go"! Hope your can transfer this to life.

Will try your method if i ever find the appropriate time to play the "special" games on the steam backlog...


RPG players do this all the time - they save those health and mana potions for a time they really need it, and invariably never do.

Games that streamline these mechanics by making recovery items more fungible lose a little personality but are probably easier to balance.


And then it removes any challenge in the end-game when you can just drip-feed yourself from the huge pool of potions you've been hoarding.




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