Your
Difference
Makes
NO
Difference
Jarosław Kuźniar
For me someone different is interesting,
it's someone who can teach others something,
do something differently.
But that this person sounds differently, looks differently,
doesn't matter to me at all.
Your Difference Makes No Difference
Janusz Piechociński
First of all, it's worthy to like other people.
And people are different from one another.
One is tall, one is short, one is thinner, one is fatter,
so let's look at it from some distance.
Your Diffrence Makes No Difference
Łukasz Nowicki
I am completely not involved in other people's life
in that sense,
that everybody have the right to live exactly the way they want to.
No matter, how they look like, with whom they have sex,
what they drink, what they eat.
Why anyone should care about how the others live?
Your Difference Makes No Difference
Krystyna Janda
I'm simply curious of the difference.
I always used to be friends with people, who were different.
Not only the ones, who had a different skin color, but also those, who thought differently than me.
Your Difference Makes No Difference
Bartłomiej Jędrzejak
I don't look into anyone else's wallet,
I'm not interested in what they believe in
or in with whom they sleep.
What's important, if they are a good humans.
Your Difference Makes No Difference
Bartosz Węglarczyk
Difference means to me, that everybody have the right to be themselves
and the right to see the world the way they want to,
think the way they want to, follow the happiness they imagine.
And if we don't hurt other people, than we all have the right to anything we want, anything we dream of.
Your Difference Makes No Difference
Karol Strasburger
We are different by our wisdom, behavior, sense of humor.
No one has the right to say "my difference is better than yours".
It's simply different.
Your Difference Makes No Difference
Steffen Moller
Personally I like challenges like this,
but a lot of people from my school in Wuppertal
would never go farther than 50 km away.
Maybe they feel too well with themselves.
Your Difference Makes No Difference
Aleksander Kwaśniewski
First of all, it's interesting.
I think, that when everybody are the same, it's really boring.
Second, that's the rule, thanks to which the humanity exists after all.
We are different from one to another since the creation of the world and those differences are our strength.
Big world's projects,
such a formation of the United States of America around 200 years ago
or the European Union around 70 years ago
are the proof, that we can create from our differences,
that different bricks built a beautiful buildings.
Your Difference Makes No Difference
prof. Jan Hartman
It's up to every society to develop this ethos,
the new public ethic, in which the equality,
freedom, openness, tolerance, the lack of permission to the discrimination
and the repressive, aggressive system against the strangers are the public values.
We are learning this since the times of the French Revolution.
Poland is halfway down the road.
I'm a cow and you're human.
Your Difference Makes No Difference To Me
Grzegorz Turnau
Someone else's beauty is usually a much better reflection,
than our own well-known mirror.
Your Difference Makes No Difference
For more infomation >> Your Difference Makes NO Difference - Duration: 4:00.-------------------------------------------
Suzuki S-Cross 1.6 High Executive (Navi,Clima,Leder) - Duration: 0:57.
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Saab 9-3 2.0 Turbo S Luxury - Duration: 0:59.
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Liverpool FC Transfer News Roundup - Keita, Ward, Markovic, Sakho & Robertson - Duration: 5:54.
Liverpool FC Transfer News Roundup - Keita, Ward, Markovic, Sakho & Robertson
We round up the latest Liverpool transfer news and rumours on another busy day for Jurgen Klopp's side in the summer transfer market.
Thursday's Reds roundup saw one long-running saga continue, four fringe players garner interest, one fall out of favour and another edge closer to completing a move.
As is the ever-shifting landscape of the transfer window, this is only set to continue for Klopp this summer. Friday is no different, with updates on a series of possible incomings and outgoings at Anfield. Eager Reds 'Agree Terms' With Keita.
Thursday night brought another development in Klopp's pursuit of RB Leipzig midfielder Naby Keita, with a variety of reputable sources claiming Liverpool were ready to make a big-money offer.
There remains no guarantee that the Bundesliga side will part ways with their No. 8, but ESPN and Times writer Gabriele Marcotti has suggested Keita is hoping to make the move.
Marcotti believes Keita has an "agreement in principle" with Liverpool over personal terms, including his potential salary and the length of his contract if he were to join the Reds.
This does raise concerns that the club are taking a similar approach as with their ill-fated pursuit of Virgil van Dijk, however…. Ward Confirmed to Return to Liverpool.
Danny Ward certainly enjoyed his season on loan with Huddersfield Town, taking to Twitter on Friday afternoon to reminisce over May's successful promotion to the Premier League.
But while 24-year-old would clearly be eager to spend another campaign with the Terriers, manager David Wagner has moved to dampen speculation. After signing a new two-year contract with Huddersfield, Wagner told reporters that Ward would be returning to Liverpool.
Whether the Wales international will stay on Merseyside for 2017/18 remains to be seen, but Klopp is seemingly eager to take a closer look at how his third-choice goalkeeper has progressed. No Watford Bid For Markovic.
Out-of-favour winger Lazar Markovic seems fated to leave Liverpool this summer, with reports earlier in the week claiming the Reds had dropped their asking price to just £12 million.
Watford, Galatasaray and Zenit St. Petersburg are believed to be interested in signing the Serbia international. But according to the Watford Observer, the Hornets are yet to officially approach Liverpool to discuss a deal to sign the 23-year-old.
New Watford manager Marco Silva is an admirer of Markovic, having taken him on loan at Hull City last season, but he could be forced to wait until later this summer to secure his signing. Palace Rule Out Move For Sakho?.
Thursday saw Crystal Palace linked with moves for a pair of centre-backs in Ajax's Joel Veltman and Chelsea's Kurt Zouma, casting doubt over their previous interest in the Reds' Mamadou Sakho.
With the Frenchman available for £30 million this summer, Liverpool are eager to seal his departure in order to reinvest funds in the market.
But Palace chairman Steve Parrish has reportedly told American radio station SiriusXM that a deal for Sakho was "not going to work out," stressing that "we have other business to get done.
This will be a blow to the Reds, who may be forced to lower their asking price for the exiled defender in order to reach an agreement. Host of Clubs Chasing Reds Target Robertson.
With England U19s left-back Ryan Sessegnon signing his first professional contract with Fulham this week, Liverpool are said to have turned their attention to Hull's Andrew Robertson.
The Tigers suffered relegation from the Premier League last season, and Robertson is among a host of players expected to leave the KC Stadium ahead of 2017/18.
Klopp will hoping to front the queue if he firms up his interest in the Scotland international, but according to the Hull Daily Mail he will face serious competition from fellow Premier League clubs.
Watford, Burnley, Newcastle United and most recently West Brom are all credited with an interest in the 23-year-old. Reds Linked With Bizarre Goalkeeper Bid.
Finally, Liverpool have been named as a possible destination for Sevilla goalkeeper Sergio Rico, who is said to have a £26. 4 million release clause in his contract.
Reports in Spain claim the Reds have joined Chelsea in pursuit of the 23-year-old—but it's highly unlikely that is the case.
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Céline Dion : scandale à son concert de Bordeaux, une fan perd 650 euros ! - Duration: 3:01.
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Toyota Yaris 1.0 VVT-i Aspiration - Duration: 1:00.
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Toyota Yaris 1.0-16V VVT-i Terra - Duration: 0:54.
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Episódio 4 | Brenda Britto - Legendado - Duration: 6:46.
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Взрыв в Вене. Смерть Короля Т'Чака | Первый мститель: Противостояние | 4K ULTRA HD - Duration: 4:25.
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Ricardo et Nehuda perdent la garde de leur fille de 4 mois - Duration: 2:26.
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Wrong Heads With Mega Gummy Bear Finger Family Nursery Rhymes For Kids - Duration: 3:07.
Wrong Heads With Mega Gummy Bear Finger Family Nursery Rhymes For Kids
-------------------------------------------
Stardew Valley: The Story of Eric Barone (ConcernedApe) - Duration: 12:28.
Capitalism sucks.
Eric Barone couldn't help but conclude that life would be better without all this employment
nonsense.
He'd graduated with a decent college degree, but no matter how hard he tried, nobody seemed
interested in hiring him.
Eric was desperate to find a job that he'd enjoy.
While none of his leads were exactly jumping at the chance to grab him, he couldn't quite
convince himself to apply to any of the big technology companies that might want him.
Cubicles didn't sit well with Eric.
Neither did the idea of being forced into a rigid schedule.
Commuting felt like a horrid idea, and worst of all, there was a danger that, if he pursued
a job at a large global company like Amazon or Google, he'd be trapped forever in an
endless routine of crushing monotony.
But there was another option.
As he considered his future, Eric couldn't help but be drawn to the idea of laboring
on making his own computer game, all by himself.
No studio, no deadline, no fixed development period.
Just Eric, his computer, and all the time he needed to create something all of his own
design.
And so, Eric turned away from the corporate machine, giving up on pursuing a boring desk
job at a busy company.
Instead, he'd embrace the freedom – and turmoil – of dedicating himself to building
his very own game, without any outside help.
That game was Stardew Valley.
Creativity came naturally to Eric Barone.
From his earliest childhood, he'd always been drawn to the idea of building, making,
crafting, and producing things.
He dabbled in everything, from art to music, and was a fairly accomplished guitar player.
In high school, Eric tried out a few different creative projects, forming a metal band with
some friends, and then, in a rapid change of gears, trying out synth pop.
Eric didn't really mind what he was creating, as long as he was making something fun.
This passion for making things didn't lend itself very well to making friends, though.
Eric was naturally a fairly lonely guy, and didn't mind shutting himself away for weeks
at a time to complete his pet project.
His satisfaction came not from interacting with others, but from being proud with his
own creations.
This wasn't to say that he was completely isolated, but, like many introverts, Eric
was comfortable letting his art do the talking when communicating with his friends.
Eric found that his drive to create could be put to good work, and, with some effort,
he attained a degree in computer science from the University of Washington-Tacoma – a
success which he celebrated with his girlfriend, Amber.
But as the prospect of adulthood loomed close, Eric found that he was utterly disinterested
in the idea of becoming a slave to the daily grind.
He'd rather be fulfilled than wealthy, and as his hopes of landing a job at an exciting,
interesting company began to dwindle, Eric decided to go it alone in dedicating himself
to creating a video game.
This was a somewhat novel experience.
Eric had never built a game before, and had a limited understanding of how he should go
about it.
For months, he experimented, trying to figure out how to make the idea that existed in his
head come to life.
Eric wanted to do a game about escaping the modern world.
His project would have a strong narrative, focusing on the battle between corporate greed
and the dream of a quieter, simpler life.
For inspiration, Eric turned to one of his favourite game series, Harvest Moon.
He had fond memories of playing these games as a child, growing crops and raising animals
in a quiet, calm environment that didn't require too much stress.
Eric found himself making a game that borrowed many of the elements of the Harvest Moon series,
expanding on some of the core concepts to take them in new directions.
He felt that some elements, such as Harvest Moon's romance mechanic, could do with more
nuance and options, including a wider variety of potential romantic partners to suit all
users' needs.
As his work progressed, Eric saw his game morph and change into more than he'd originally
planned.
He'd originally planned for the game to be a simple title that he could upload to
the Xbox Live Indie Games marketplace, but as he worked, he began to realize that he
was outgrowing this limited vision.
What had originally been a relatively small project grew in scope and design as he learned
the art of game making and discovered what potential his game had.
Eric worked tirelessly, all by himself, to craft every aspect of the game.
He wrote the code, created art assets, and composed music.
It was wonderfully freeing to have complete control of his creation, even if it did mean
a lot of work.
But Eric couldn't keep working on this forever – he wasn't earning money that he needed
to survive, and there was no guarantee that his game would ever actually produce financial
rewards.
He got a weekend job at a theater, which he enjoyed, but this was nowhere near enough
to cover his expenses.
As he worked, Eric found the looming specter of capitalism growing more and more prevalent.
He couldn't keep working on this game forever without more money, but if he relented and
got a boring deskjob, all of his time would be taken away, and he'd never finish his
game.
It was at this time that Eric's girlfriend, Amber, stepped up.
Eric's project was important to him, and Amber decided that in order to make him happy,
she was going to save the day.
As Eric continued to work, Amber took over the role of provider, earning money to keep
them both afloat.
The pair moved in together, and Amber worked hard to support Eric while he crafted his
masterpiece.
Their relationship didn't feel particularly balanced when it came to earnings, but they
made it work.
With Amber on his side, Eric wasn't about to slack off or let his girlfriend down.
He pushed himself to spend every available second working on his game.
It might not be a paying job, but he was hardly wasting time – he'd spend at least ten
hours a day working on his big project, trying to make everything perfect.
Some days were more productive than others, but he did his best to keep himself focused
on the task at hand, in order to make something he could be proud of, that would prove that
Amber's faith in him wasn't misplaced.
Eric also had another useful support throughout his game's development.
From the strength of his work, and as a direct result of the tireless effort he put in, Eric
was able to sign on a publisher, Chucklefish, which gave him some degree of legitimacy as
he worked.
This wasn't just some silly hobby project, Eric felt.
He had Amber's support, both emotionally and financially, and he had a publisher that
believed he could succeed.
For their part, the team at Chucklefish did a phenomenal job at spreading awareness of
Eric's game, getting early builds of the game out to YouTubers and Twitch streamers
to help push the game into the spotlight.
It was clear early on that Eric had tapped into something potent.
Fans of Harvest Moon were extremely excited at the prospect of this tribute game, that
would, it appeared, expand on the classic game's premise to produce a more expansive,
immersive experience.
In addition to oldschool fans of farming simulators, though, Eric's project began drawing in
younger fans who were intrigued by its simple, relaxing gameplay, and its adorable art style.
There was something here that audiences connected with – something that resonated deeply within
many members of the growing online community that surrounded the project.
Drawing from his own experience, Eric made his game about a player character that fights
to escape the soul-crushing corporate world.
Players start in a small cubicle before escaping to the countryside for less profitable, but
ultimately more fulfilling work.
Even out in the middle of nowhere, though, the player finds the machinations of capitalism,
as the player's main competition is a large convenience store that's owned by the company
the player used to work for.
Nevertheless, Eric didn't want players to feel like the aim of the game was to fight
against this big corporation.
He deliberately designed the game so that making money is harder than simply running
a farm to survive.
Cooking eggs, for example, provides a boost to the player's energy, but doesn't make
any more money than selling raw eggs.
The last thing Eric wanted was for players to lose sight of the game's simple rural
experience in a mad dash to make as much money as possible.
This wasn't always easy – Eric posted regularly online about his game, and, thanks
to the work of his publisher, he began to attract a modest following of players who
were interested in his game.
Many would request various changes or features, but Eric wasn't always eager to accommodate
fan demands.
This game was his baby, his pet project.
He wanted to it be exactly the way he envisioned it, and while some suggestions from fans were
useful, he ultimately didn't include anything that he felt altered the way he wanted people
to experience his work.
Finally, after four long years of work, Eric's project drew near to completion.
It had been a trying time for him, albeit a fulfilling one, and he was tired from long
nights that had kept him from spending as much time with Amber as he'd have liked.
As he finished off his initial build of the game, Eric doubted that he'd see much of
a return for his labours.
This had been an entirely personal project, one which spoke to Eric's own desire to
escape the corporate world for a simpler lifestyle.
No matter how many people already seemed to express an interest in his game, Eric doubted
that wider audiences would have much interest in his message.
But Eric was wrong.
From the moment his completed project, Stardew Valley, was released to the world, fan love
for the game exploded.
Gamers couldn't get enough of his farming simulator, and they quickly rallied around
the title and began publicizing it far and wide.
For a creator like Eric, though, this was no time to rest on his laurels.
With popularity came critique and complaints, and he realized that his enormous army of
fans were running into trouble with various parts of his game.
As problems arose, he worked tirelessly to patch errors, bugs, and glitches, making sure
gamers got the most enjoyable experience possible.
While he'd been working ten hour days before Stardew Valley came out, he was now working
up to fifteen hours a day, attempting to perfect all the little flaws that fans were discovering.
The community surrounding Stardew Valley saw this, and they loved Eric all the more for
it.
Here was a developer who practiced what he preached, and was in this for the love of
the game, rather than for praise or financial reward.
Of course, with this level of success, riches were unavoidable.
Stardew Valley sold in the thousands, then in the hundreds of thousands, then in the
millions.
Eric and Amber sat back in amazement as they watched the numbers rise.
They'd become millionaires in a matter of weeks.
Eric didn't really care, though.
This hadn't been about the money.
If he'd wanted to be rich, he would have done things very differently.
His goal had been to escape capitalism and live a simple life, building up something
that he cared about.
He'd achieved his goal.
He'd found a place in the world that truly fit him, and he would never, ever have to
work in a boring cubicle.
The moral of this story is one of freedom.
There are a lot of paths open to us in life.
It may take a while to find where you belong, and where you fit in the world.
Take time to think about what you truly want from your time on this planet, and what you
hope to achieve.
Your goals may seem difficult to achieve, but it's worth giving yourself something
to work towards.
As you push yourself, you might make mistakes, but you'll learn along the way, and find
greater satisfaction from what you accomplish.
Remember that true happiness doesn't come from reaching a particular destination.
What matters is that you enjoy yourself, and you find something that brings you joy, and
helps you to feel satisfied in the experience of working hard.
When you finally discover this path for yourself, you'll feel truly free.
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Volkswagen Polo 1.2 TDI BleuMotion Comfortline EERSTE EIGENAAR AUTO - Duration: 1:00.
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le look le plus beau d'msp♥ - Duration: 3:03.
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Advising and Registration Session, Part 2 - Duration: 2:45.
We are doing this program to do want to help you develop competencies in areas
more than outside of your majors so that you're prepared for
different occupations and working with different individuals, and so I'm going to go
through briefly, just kind of the overview of the program. Your advisor
will be working with you more this afternoon, as well as Sarah Hatfield from
in Registrar will be coming to talk to you after the break.
I just want to kind of give you a context of what this means so here we
go. So, we have ten liberal education categories that make up this foundation,
and as you can see, they're up on the screen there's ten of them... When you click on Academics,
it'll bring you to this page. The Academics tab has a bunch of useful resources during your time here at UMD. It has
more specific information on your college. You can access your grades,
transfer credits, Dean's list requirements... But before we get too deep
into it, I want questions beforehand. So, what are
some things you want to learn about today about housing? What's it like to live
in housing? That's fair, we'll get there, yeah. Other things? When do we find out where we're living?
Who else wants to know that? Yes! Great question! Everyone in the room
wants to know, where the hell am I living, right? So you may have taken coursework
through College in the Schools. Did anyone take College in the Schools? Okay,
cool, you guys had that opportunity, that's nice. PSEO? Did anyone take PSEO courses?
Okay, great... You'll see the class name, there's a message
saying yes, it's in your schedule, and a status of a
green checkmark. Now, if you get a status symbol of a red X, that means you were
unable to register for this class for some reason. Sometimes there's a hold on
your account, sometimes you didn't meet the prerequisites, sometimes seats just filled up right at the last second...
>chatter<
-------------------------------------------
Here's My Canada: Liberty and Peace - Duration: 0:27.
For me, Canada is liberty and peace, because you
can be, and do everything you want. You're free to do
sports and music, your religion, talk your language, go
everywhere, there is no racism, the beautiful landscaping
and beach, there are also competitions, and world sport
competions, they're beautiful and I love living in Canada.
This is my Canada.
-------------------------------------------
Here's My Canada: A Place to Express Yourself - Duration: 0:27.
For me, Canada is a place where you can express
yourself, where there is no war, and it's a peaceful
country. Even though you're Muslim, Buddhist, or Hindu,
we will accept you in Canada. Here in Canada, we have a
lot of beautiful places, like the Niagara Falls,
created 10 000 years ago. For me, Canada is not just a
country, it's a home for us all.
-------------------------------------------
Here's My Canada: A Lot of Fun Activities - Duration: 0:33.
For me, Canada means an amazing country, with no war
and a lot of activity to do, like skiing, skating, and also
playing hockey. We also have winter, which is so fun,
because we can make snow fights, snowball fights.
I love the landscape, like the mountains, sunsets, fall,
and much more. There are also amazing artists like
Shawn Mendes, Celine Dion, Shania Twain,
and Arcade Fire, so come to Canada!
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How to be Confident- in 5 steps + 5 hacks to nurture your Creative thinking! - Duration: 12:37.
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GTA5 RP Drama 'My name is Kimchi' Last episode - Duration: 7:16.
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[BATTLEGORUND VIỆT NAM] CHICKEN STREAMER :)) LẦN ĐẦU TOP 1 - Duration: 2:39:35.
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Les chroniques du Labo #3 - L'Ordovicien et le Silurien - Duration: 5:16.
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Smart Forfour 1.0 Spring Edition III - Duration: 0:52.
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GRC de Prince George - Des élèves et des policiers célèbrent le 150e anniversaire du Canada! - Duration: 1:15.
[Aucune fréquence audio]
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Hyundai Atos Spirit 1.0i SX - Duration: 0:41.
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Stardew Valley: The Story of Eric Barone (ConcernedApe) - Duration: 12:28.
Capitalism sucks.
Eric Barone couldn't help but conclude that life would be better without all this employment
nonsense.
He'd graduated with a decent college degree, but no matter how hard he tried, nobody seemed
interested in hiring him.
Eric was desperate to find a job that he'd enjoy.
While none of his leads were exactly jumping at the chance to grab him, he couldn't quite
convince himself to apply to any of the big technology companies that might want him.
Cubicles didn't sit well with Eric.
Neither did the idea of being forced into a rigid schedule.
Commuting felt like a horrid idea, and worst of all, there was a danger that, if he pursued
a job at a large global company like Amazon or Google, he'd be trapped forever in an
endless routine of crushing monotony.
But there was another option.
As he considered his future, Eric couldn't help but be drawn to the idea of laboring
on making his own computer game, all by himself.
No studio, no deadline, no fixed development period.
Just Eric, his computer, and all the time he needed to create something all of his own
design.
And so, Eric turned away from the corporate machine, giving up on pursuing a boring desk
job at a busy company.
Instead, he'd embrace the freedom – and turmoil – of dedicating himself to building
his very own game, without any outside help.
That game was Stardew Valley.
Creativity came naturally to Eric Barone.
From his earliest childhood, he'd always been drawn to the idea of building, making,
crafting, and producing things.
He dabbled in everything, from art to music, and was a fairly accomplished guitar player.
In high school, Eric tried out a few different creative projects, forming a metal band with
some friends, and then, in a rapid change of gears, trying out synth pop.
Eric didn't really mind what he was creating, as long as he was making something fun.
This passion for making things didn't lend itself very well to making friends, though.
Eric was naturally a fairly lonely guy, and didn't mind shutting himself away for weeks
at a time to complete his pet project.
His satisfaction came not from interacting with others, but from being proud with his
own creations.
This wasn't to say that he was completely isolated, but, like many introverts, Eric
was comfortable letting his art do the talking when communicating with his friends.
Eric found that his drive to create could be put to good work, and, with some effort,
he attained a degree in computer science from the University of Washington-Tacoma – a
success which he celebrated with his girlfriend, Amber.
But as the prospect of adulthood loomed close, Eric found that he was utterly disinterested
in the idea of becoming a slave to the daily grind.
He'd rather be fulfilled than wealthy, and as his hopes of landing a job at an exciting,
interesting company began to dwindle, Eric decided to go it alone in dedicating himself
to creating a video game.
This was a somewhat novel experience.
Eric had never built a game before, and had a limited understanding of how he should go
about it.
For months, he experimented, trying to figure out how to make the idea that existed in his
head come to life.
Eric wanted to do a game about escaping the modern world.
His project would have a strong narrative, focusing on the battle between corporate greed
and the dream of a quieter, simpler life.
For inspiration, Eric turned to one of his favourite game series, Harvest Moon.
He had fond memories of playing these games as a child, growing crops and raising animals
in a quiet, calm environment that didn't require too much stress.
Eric found himself making a game that borrowed many of the elements of the Harvest Moon series,
expanding on some of the core concepts to take them in new directions.
He felt that some elements, such as Harvest Moon's romance mechanic, could do with more
nuance and options, including a wider variety of potential romantic partners to suit all
users' needs.
As his work progressed, Eric saw his game morph and change into more than he'd originally
planned.
He'd originally planned for the game to be a simple title that he could upload to
the Xbox Live Indie Games marketplace, but as he worked, he began to realize that he
was outgrowing this limited vision.
What had originally been a relatively small project grew in scope and design as he learned
the art of game making and discovered what potential his game had.
Eric worked tirelessly, all by himself, to craft every aspect of the game.
He wrote the code, created art assets, and composed music.
It was wonderfully freeing to have complete control of his creation, even if it did mean
a lot of work.
But Eric couldn't keep working on this forever – he wasn't earning money that he needed
to survive, and there was no guarantee that his game would ever actually produce financial
rewards.
He got a weekend job at a theater, which he enjoyed, but this was nowhere near enough
to cover his expenses.
As he worked, Eric found the looming specter of capitalism growing more and more prevalent.
He couldn't keep working on this game forever without more money, but if he relented and
got a boring deskjob, all of his time would be taken away, and he'd never finish his
game.
It was at this time that Eric's girlfriend, Amber, stepped up.
Eric's project was important to him, and Amber decided that in order to make him happy,
she was going to save the day.
As Eric continued to work, Amber took over the role of provider, earning money to keep
them both afloat.
The pair moved in together, and Amber worked hard to support Eric while he crafted his
masterpiece.
Their relationship didn't feel particularly balanced when it came to earnings, but they
made it work.
With Amber on his side, Eric wasn't about to slack off or let his girlfriend down.
He pushed himself to spend every available second working on his game.
It might not be a paying job, but he was hardly wasting time – he'd spend at least ten
hours a day working on his big project, trying to make everything perfect.
Some days were more productive than others, but he did his best to keep himself focused
on the task at hand, in order to make something he could be proud of, that would prove that
Amber's faith in him wasn't misplaced.
Eric also had another useful support throughout his game's development.
From the strength of his work, and as a direct result of the tireless effort he put in, Eric
was able to sign on a publisher, Chucklefish, which gave him some degree of legitimacy as
he worked.
This wasn't just some silly hobby project, Eric felt.
He had Amber's support, both emotionally and financially, and he had a publisher that
believed he could succeed.
For their part, the team at Chucklefish did a phenomenal job at spreading awareness of
Eric's game, getting early builds of the game out to YouTubers and Twitch streamers
to help push the game into the spotlight.
It was clear early on that Eric had tapped into something potent.
Fans of Harvest Moon were extremely excited at the prospect of this tribute game, that
would, it appeared, expand on the classic game's premise to produce a more expansive,
immersive experience.
In addition to oldschool fans of farming simulators, though, Eric's project began drawing in
younger fans who were intrigued by its simple, relaxing gameplay, and its adorable art style.
There was something here that audiences connected with – something that resonated deeply within
many members of the growing online community that surrounded the project.
Drawing from his own experience, Eric made his game about a player character that fights
to escape the soul-crushing corporate world.
Players start in a small cubicle before escaping to the countryside for less profitable, but
ultimately more fulfilling work.
Even out in the middle of nowhere, though, the player finds the machinations of capitalism,
as the player's main competition is a large convenience store that's owned by the company
the player used to work for.
Nevertheless, Eric didn't want players to feel like the aim of the game was to fight
against this big corporation.
He deliberately designed the game so that making money is harder than simply running
a farm to survive.
Cooking eggs, for example, provides a boost to the player's energy, but doesn't make
any more money than selling raw eggs.
The last thing Eric wanted was for players to lose sight of the game's simple rural
experience in a mad dash to make as much money as possible.
This wasn't always easy – Eric posted regularly online about his game, and, thanks
to the work of his publisher, he began to attract a modest following of players who
were interested in his game.
Many would request various changes or features, but Eric wasn't always eager to accommodate
fan demands.
This game was his baby, his pet project.
He wanted to it be exactly the way he envisioned it, and while some suggestions from fans were
useful, he ultimately didn't include anything that he felt altered the way he wanted people
to experience his work.
Finally, after four long years of work, Eric's project drew near to completion.
It had been a trying time for him, albeit a fulfilling one, and he was tired from long
nights that had kept him from spending as much time with Amber as he'd have liked.
As he finished off his initial build of the game, Eric doubted that he'd see much of
a return for his labours.
This had been an entirely personal project, one which spoke to Eric's own desire to
escape the corporate world for a simpler lifestyle.
No matter how many people already seemed to express an interest in his game, Eric doubted
that wider audiences would have much interest in his message.
But Eric was wrong.
From the moment his completed project, Stardew Valley, was released to the world, fan love
for the game exploded.
Gamers couldn't get enough of his farming simulator, and they quickly rallied around
the title and began publicizing it far and wide.
For a creator like Eric, though, this was no time to rest on his laurels.
With popularity came critique and complaints, and he realized that his enormous army of
fans were running into trouble with various parts of his game.
As problems arose, he worked tirelessly to patch errors, bugs, and glitches, making sure
gamers got the most enjoyable experience possible.
While he'd been working ten hour days before Stardew Valley came out, he was now working
up to fifteen hours a day, attempting to perfect all the little flaws that fans were discovering.
The community surrounding Stardew Valley saw this, and they loved Eric all the more for
it.
Here was a developer who practiced what he preached, and was in this for the love of
the game, rather than for praise or financial reward.
Of course, with this level of success, riches were unavoidable.
Stardew Valley sold in the thousands, then in the hundreds of thousands, then in the
millions.
Eric and Amber sat back in amazement as they watched the numbers rise.
They'd become millionaires in a matter of weeks.
Eric didn't really care, though.
This hadn't been about the money.
If he'd wanted to be rich, he would have done things very differently.
His goal had been to escape capitalism and live a simple life, building up something
that he cared about.
He'd achieved his goal.
He'd found a place in the world that truly fit him, and he would never, ever have to
work in a boring cubicle.
The moral of this story is one of freedom.
There are a lot of paths open to us in life.
It may take a while to find where you belong, and where you fit in the world.
Take time to think about what you truly want from your time on this planet, and what you
hope to achieve.
Your goals may seem difficult to achieve, but it's worth giving yourself something
to work towards.
As you push yourself, you might make mistakes, but you'll learn along the way, and find
greater satisfaction from what you accomplish.
Remember that true happiness doesn't come from reaching a particular destination.
What matters is that you enjoy yourself, and you find something that brings you joy, and
helps you to feel satisfied in the experience of working hard.
When you finally discover this path for yourself, you'll feel truly free.
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MOOC L'instant figé au Louvre - Corps à corps 1 - Duration: 8:56.
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Как Быстро Накачать Грудь Секретное Упражнение. Большая Грудь Будет По любому. Как увеличить грудь. - Duration: 1:11.
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[Electro] NEFFEX - Party like the 80s - Duration: 3:41.
We're just getting started
I know that you want it
Baby just get on it
Ready to go
We know how to party
Pull out the Bacardi
Feel it in my body
Put on a show
Naaaa we ain't never gunna slowdown
All the girls lookin hot like a hoedown
Everybody going off in my hometown
Ready for a show down keep it on the low now
We about to pop off like a bottle
Everybody knows that we're going full throttle
Drinking alcohol yea straight from the nozzle
End of the night end up horizontal
They know they want something more
They've never heard us before
A sound that's hard to ignore
It's time to even the score
Oh yea we party like the 80s
Rock and roll and the ladies
Oh yea we getting hella crazy
cuz we gon party like the 80s
Oh I get crazy!
I get crazy!
Let's get wasted!
Let's get wasted!
Oh I get crazy!
I get crazy!
Let's get wasted!
Let's get wasted!
I know that you want it
You know that I got it
So let's get up on it
I'm ready to go
When the bass is knockin
I don't plan on stoppin
Baby keep on rockin
Put on a show
Yeaaaaa we going off!
On a Tuesday
Gunna go all out till a new day
Turn it up so loud what'd you say?
Got the whole place filled out like a zoo mate
Her parents told her not to stay out too late
But when I come to pick her up already too late
Where we headed now, yea it's too great
Party down south get ready for a new state
They know they want something more
They've never heard us before
A sound that's hard to ignore
It's time to even the score
Oh yea we party like the 80s
Rock and roll and the ladies
Oh yea we getting hella crazy
cuz we gon party like the 80s
Oh I get crazy!
I get crazy!
Let's get wasted!
Let's get wasted!
Oh I get crazy!
I get crazy!
Let's get wasted!
Let's get wasted!
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