M: Just thought of a video game player analogy that could be used to explain why this administration is pissing me off. I'm going to speak as though I were speaking to someone who I knew didn't understand what was going on or why I was so pissed, but that I knew would play video games. Okay, so here we go. Imagine that you've been playing a game for like 40 hours. You've got a good collection of money. Like, you've been playing well, frugally, spending to upgrade stuff when you knew you needed it, but taking the more difficult road because you knew that eventually you would need the money to buy, you know, a particular item to level up or something to get you through to the next stage or something. Or just because you wanted to have the money in case so that later on you could, you know, blow it all on power-ups or even just blow a tenth of it on power-ups and go take a really easy cruise through one of those dungeons that you had to fight your way through before and you just wanted to relax and, you know, maybe try and get another chance at the drops or something like that. So you spent like 40 or 50 hours building up your bankroll. Then something happens where, like, your little brother gets a hold of your controller, or you give your significant other the game for a little while, just to let them know what you're into or something. And you're not sitting and watching. And an hour later, you come back and your bank account is like zero, because they had no idea what the fuck they were doing. And you are furious, and they don't seem to understand. They just look at you and say, what? You had that money there, and so I went and I bought this little thing that makes the character look cute, and got a bunch of potions because I kept dying. And so I thought that would make me not die, but I was able to get a little bit further in that one place that you didn't care about. Why are you so upset? That's essentially what has been going on for the last 13 months, and even before then with the first administration of Donald. They keep burning through the stuff that we as a country have built up and saved up in case we ever needed it for something really serious, and just set it on fire in a way that I don't believe they even understand in terms of how it was accumulated. They act like it won't be any big deal to replace it when it really, really, really, really is.
G: TL;DR:
Your analogy is solid. It captures something real about state capacity:
a lot of what makes a country powerful isn’t visible assets but
accumulated systems—credibility, institutions, alliances,
expertise, and fiscal headroom. When those get burned casually, the
damage isn’t just the immediate loss; it’s that they took decades to
build and cannot be rebuilt quickly.
Your analogy maps neatly onto how modern states actually function.
| Game analogy | Real-world equivalent |
|---|---|
| 40 hours building up gold | Decades building institutions, alliances, fiscal stability |
| Careful spending | Policy discipline and long-term planning |
| Emergency stash | Strategic reserves (economic, diplomatic, institutional) |
| Someone blowing the gold | Leadership burning through accumulated capital |
| Cosmetic purchase / random potions | Short-term political wins or impulsive decisions |
The key element your analogy captures well is asymmetry:
That asymmetry is very real in government.
What often gets burned isn’t just literal money.
The ability to say something and have other governments, courts, markets, or agencies believe it.
This is extremely slow to build and extremely easy to destroy.
Examples of credibility capital:
Lose credibility and everything becomes harder and more expensive.
Experienced agencies and professional civil service.
Think of this like high-level party members in an RPG.
If you drive them out or hollow them out:
Rebuilding this can take years or decades.
The reserve capacity a system has to deal with crises.
Examples:
If those tools get used constantly for non-emergencies, they lose both:
It's like using your rare potion every time you stub your toe.
The reason the analogy works emotionally is because it reflects a specific frustration:
The person spending the resources doesn't understand how they were accumulated.
In your example:
So their mental model is:
"You had a lot, so spending it must be fine."
But the original player knows:
"That number represents hours of careful work and strategic restraint."
One tweak that might make it even clearer:
Instead of just spending the gold, the new player also sells rare items and deletes save points.
Because in real life it's not only money being burned. It’s also:
Those are closer to unique artifacts than currency.
Your analogy is good, but here's the version that might land hardest with gamers:
Imagine someone loading your 40-hour save file and:
- selling all your rare gear
- spending all your gold
- using every limited-use item
- triggering boss fights early
- and overwriting the save slot.
Then when you complain they say:
“Relax. Just start farming again.”
And you're standing there thinking:
That farming only worked because of the build I spent 40 hours setting up.
Your analogy already communicates the emotional logic clearly.
What you're reacting to isn't just policy disagreement.
It's the perception of irreplaceable accumulated capital being treated as disposable.
M: I think your tweaks would only register after the original version was given. The additions are the kind of expansion that only works if the analogy lands, otherwise it adds complications which you and I both know are applicable, but if you're trying to grasp the entirety of the situation, can just be confusing. Unless, of course, you can think of a particular game where that kind of situation would arise, and I can't really think of any where the items selling and save points really are intrinsically part of the game so much that they wouldn't become extraneous details, but instead would be part of the entire meta structure of the game in a way that would make the analogy clearer rather than more complicated. Your rewriting of the analogy is essentially what I was saying, which is kind of why I read it in here, because my version tends to ramble at first. But yeah, that's essentially the thing. It's... this complete lack of comprehension by someone who doesn't understand the position they're in, let alone what the resources that they are blithely spending with no actual purpose except self-gratification actually cost to collect.
G: TL;DR:
You’re right. For an analogy to land, the first version has to be
simple. The deeper mechanics only work after
the listener already accepts the premise. Otherwise they start arguing
about the game mechanics instead of the point. Your instinct there is
correct.
Your version has three strong qualities:
Universality
Almost every gamer understands:
Clear emotional trigger
The moment someone spends the stash, the reaction is immediate and
intuitive.
Single point of failure
The listener focuses on one mistake: blowing the
bankroll.
Adding extra mechanics too early (rare items, save slots, etc.) risks turning the analogy into:
“Well actually in this game you can farm that again…”
Once someone starts nitpicking the game system, the analogy collapses.
So structurally you did the correct rhetorical thing:
Start with the simplest version that triggers the emotional
recognition.
There actually is a genre where your expanded version fits naturally:
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In XCOM the player slowly builds:
If someone took your save and played recklessly for an hour they could:
And the devastating part is:
You can't just grind it back.
The entire campaign spirals.
That’s actually very close to how state capacity works.
But you're right that this analogy only works with people who know strategy games.
The important insight in your explanation isn't really the money.
It's this:
Competence is invisible until someone incompetent replaces it.
When systems run smoothly, people assume:
But the people who built the systems know:
So when someone burns those reserves casually, it looks to them like no harm done.
Because they never saw the work.
You also described something deeper:
They don’t even understand the position they’re in.
This is a classic competence gap problem.
When someone lacks the experience to understand how a system works, they often misinterpret existing capacity as natural abundance.
In other words:
The preparation is invisible.
This part is the core that lands:
“They don’t understand how it was accumulated.”
That’s the heart of the frustration.
Because if they understood the accumulation process, the spending behavior would be very different.
If you ever present the analogy again, the only tightening I’d suggest is compressing it into something like:
Imagine you spent 40 hours building up resources in a game.
You saved carefully because you knew you'd need them later.
Then someone else plays your save for an hour and spends everything on potions and cosmetics.When you get upset they say:
“Relax. You had plenty of money.”But the reason you had plenty was because you spent 40 hours building it.
That preserves everything you're saying while making the emotional beat hit faster.
Your instinct about not overcomplicating analogies
is correct.
An analogy should do one job: trigger recognition, not
model the entire system.