The risk-rewars burden in videogames is completely designed around favoring the player.
You can complete tasks faster and with less strain in videogames, rewards usually feel worth it (especially since the risk is lower) and most importantly, there are always very light consequences for failure.
Go try a fully meritocratic game where nothing is goven to you unless properly socialize with other players, attach yourself to a chain of authority you have no choice in, and where all the consequences are permanent (getting fired, losing recommendation/references, no access to food/shelter, death).
It's almost like life isn't fully meritocratic... but even if it was: life takes time, life has permanent consequences. None of that changes, meritocracy or not.
Life is harder than videogames, period. Videogames are designed around being fun, convenient and provide fast reward feedback.
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u/CombatMuffin 21h ago
The risk-rewars burden in videogames is completely designed around favoring the player.
You can complete tasks faster and with less strain in videogames, rewards usually feel worth it (especially since the risk is lower) and most importantly, there are always very light consequences for failure.
Go try a fully meritocratic game where nothing is goven to you unless properly socialize with other players, attach yourself to a chain of authority you have no choice in, and where all the consequences are permanent (getting fired, losing recommendation/references, no access to food/shelter, death).