I wouldn't recommend Team Fortress 2 to someone with problems with 3D virtual environments. Nor to someone with discipline problems.
I wouldn't necessarily call "Why?" as presenting a choice, but point taken. I guess my real reason why I began not deleting everything is that I've lost a lot of my early writing and regret doing so. What I wrote above still occasionally applies.
Why do you delete everything?
For #1 you can combine games with other activities, mainly the relationship. Playing boardgames together is a delightful experience. Especially games that require direct interaction like Alias. Generally you should look for games with 2 players as the minimum requirement and a low setup/ cleanup time.
The idea is that by deleting something you condemn everything that was in it as useless. Even that incredibly catchy metaphor about cats and trash compactors. Or the perfectly good first page that is followed by 10 pages of dross. It's useful to keep a backlog of things you've done and discarded. When you have distanced enough from the work enough, you can return and analyse, and learn not only from your mistakes, but also from the gems that may be found among them.If you delete your writing, you retain only the feeling of not being satisfied with it, unless you have perfect memory.
Alternatively, a backlog of truly horrible writing attempts gives you a chance to compare your various efforts and see how you've grown and, possibly, where you've gone wrong recently. Personally I keep most of my things on my laptop, including seperate files for various versions of the same story, ideas that never went past a single paragraph, various abandoned-in-progress things and stories that I felt were excellent at time of writing, but are actually weak. It won't directly motivate to write, but it does help improve over time, and quality tends to contribute to motivation somewhat.
For the past 2 days the horoscopes have been repeating. With only 33 choices it's bound to happen, but it does seem a bit often.
Also, my english is letting me down. Does "repeat once every 16 days" mean "no more than one instance in any 16 day period" or "no more than 2"?
Well then you're in luck, because this very book is available as an audiobook. http://librivox.org/how-to-live-on-twenty-four-hours-a-day-by-arnold-bennett/
I'm currently using a wristwatch with an analog clockface and a smaller digital screen underneath. Looking at it, it takes me less time to tell the analog time, with an approximate error of up to 2 minutes, but the digital screen isn't well visible. A well visible digital time is mych faster, though.
Some approximate times would be 0.7-1 seconds for the analog and something around 0.3 for digital. Although, it does take me slightly longer to work out, e.g., how much time I have left when looking at a digital clock.
So, digital is easier to percieve, but more difficult to analyse.
Ok, objection noted. My first sentence, however, stands and they still have magic.
Though this might be a matter similar to the clocks - nobody has thought of doing it, so it hasn't been done.
They do, however, have magic. And if there are charms that specifically identify trash to clean, then there must be charms that can organize words on parchment according to a few simple rules.
Well, TF2 doesn't seem like a disorienting game per se, but the generally fast pace of the game can and probably will add to the disorientation.
Personally I wouldn't call it addictive either. But from the sample of people I have around me, I'd say that games with instanced gameplay tend to take up a lot more time than expected, especially if the next round is loaded automatically. It's what I like to call the "One more level" problem. Every round is relatively short, but the number of rounds has a slight tendency to get out of hand.