Since the inception of the smartphones, android games have been in demand, and recently with so many games available in the market, it is really difficult for people to choose the best. If you search on Play Store, you will find that some games have a lot of popularity as compared to the others. But if you start playing those games you will very soon understand that maximum of those games will require you to purchase in-game coins or play continuously in order to gain required items. Those items will be required in different phases of the games using which you will be able to progress in the game smoothly. But since playing games with real money is not something that most people would want to do, they look for downloading android hacked games that can be played easily through all the levels without bothering about buying any coins or other items.
Contract Killer: Sniper
It’s a shooting game. As a sniper, your role is to play as a contract killer. You will have different contracts and weapons to choose from, and you will have to fulfill those contracts to progress in the game. This game is available for free and gives you a nice realistic feeling with high definition graphics and sound effects.
It’s a running game, means you will have to keep running while you avoid getting hit by the obstacles or get caught by the policeman. The more you run, the higher will be your score. You can even compare your score with your friends and win rewards weekly for heading the leaderboard.
Hungry Shark Evolution
This Android game is action-packed from the very beginning. If you want to survive it is important that you eat whatever you get. With different shark models, 3D graphics, sound effects, the game is really an entertaining one.
Angry Gran Run
It’s a game that tests your skill of running. Are you ready to help your granny run away from the asylum? If so, then start running on the roads of New York, and help granny get away from her asylum.
It’s all about jumping higher to survive in this Android game. Your mission is to save all the jellies that you can while you jump higher. In this game, you have the option to challenge your friends and compare your scores with them.
Sky Force War
This is a fighting game alright, but this is all about fighting in the sky. You have different weapon systems in the game, and you need to deploy them all to burst through all obstacles that will come in your path. Install the game today and play for free on your Android phone.
If you love playing shooting games on Smartphones, you might want to try GunFinger. This is available free on the Play Store. You can unlock daily challenges and win rewards daily. But to progress in the game smoothly, you will definitely need to play the game regularly.
The hacked versions of these games are available online, and all you need to do is, download the apk and install it to play the hacked version of these games and enjoy all the features from the beginning.
Someone is a true born racer. Someone is a gifted sniper. Someone soaks up damage like Chuck Norris. And someone is just… A WINNER IN LIFE! But you don’t need to be that cool to play tanks well. It’s enough to understand the game mechanics, know how they work, and use this knowledge in battle. I’ll talk about the mechanics, and the rest is up to you. THE VISIBILITY SYSTEM. A keystone. The giant turtle that holds up the Earth. You may not believe in it, you may be surprised by it, you may argue about it. But whether you like it or not, it works. And smart tankers have used its features for their benefit for a long time. Roughly speaking, the visibility system in World of Tanks can be divided into two, though inseparable, components: concealment and view range.
Today we’ll talk about view range. A little bit of theory to begin. Our confidential informant will tell you about it. Every tank in the game has seven visibility checkpoints and two view range ports. The latter is needed to spot enemy vehicles. These ports emit virtual vision rays. If these rays cross the visibility checkpoints on the enemy vehicles, then an enemy is spotted. To understand the location of these points better, imagine your favorite vehicle… And now we’ll cover it with a box! Turret location, gun length, machine guns, and antennas don’t affect the box size. Only the overall size of the vehicle’s physics model is taken into account. So, there’s a checkpoint right at the center of the box roof.
Two more checkpoints are located at the front and at the back of the vehicle. Another two are at the sides. So that’s five. The sixth point is on the gun mantlet, and it’s aligned with the seventh. As soon as the turret position changes, one of these points moves together with the mantlet, and the other stays in place. The upper checkpoint and the point on the gun mantlet also function as view range ports.
Hey-hey-hey! Easy! The theory is good, but how do you use it in the battle? Let’s see some specific examples. You’re standing behind cover. Allies are behind you, the enemy is ahead. Some are asking you to light them up, others are waiting for free damage. In a situation like this, don’t try to spot the enemy this way You’re exposing your checkpoint, but your viewports are still behind cover. You’ve got yourself spotted, but haven’t spotted the enemy. And you’ve also taken a lot of damage. This is how you should do it: turn your turret and carefully try to spot the enemy with your viewport on the gun mantlet. Your allies fire off, you save your HP and receive a bonus for spotting. Everyone is happy! Another example: You don’t need to rush in and spot the enemy first, it’s pretty risky.
Sure, you’ll see them, but you won’t last long. To be a good scout and keep yourself safe, you can stay on your side of the hill. You just need to roll up the hill and point your turret in the right direction. The view range port in the gun base will give you all the information, and you almost don’t risk anything. Let’s move forward: Two scouts are hiding in the bushes. The first is spotting, and the other is… The other is being spotted! But, not for long. That’s because it didn’t hide its checkpoint. The first tank exposes its gun, machine gun, antenna, and even the corners of the hull itself, but it doesn’t matter.
What matters is that all checkpoints are covered. It provides good spotting and is still intact. See, that’s what knowing the game mechanics can do. By the way, about the mechanics! Vision rays are not endless. The maximum view or spotting range is 445 meters, and the maximum draw distance is 565 meters. You need to understand the difference between these terms. View range is the maximum distance at which you can spot the enemy, and the draw distance is the maximum distance at which you can see the vehicles in general.
Both allied vehicles, and enemy vehicles spotted by your team. Depending on the distance between vehicles, the vision rays have different frequencies. The highest frequency is at a distance of 120 meters. The greater the distance between vehicles is, the lower the frequency of rays will be. And now let’s get some practice in! There are three circles on your minimap. The big circle shows the drawing area, the middle circle shows the maximum view range area, and the small circle shows the current view range of your vehicle. These are not JUST circles. These are important game tools, and you need to use them! Every time you shoot at the enemy within the maximum view range circle, you risk being spotted. With all enraging consequences. To shoot with impunity, roll back out of the maximum view range circle. The enemy won’t be able to spot you even theoretically. But you can do some damage and save your HP. But that’s not all. If the enemy vehicle is so far away that you can see it only on the minimap, it doesn’t mean you’re out of play.
You can guestimate the direction of fire on the minimap. To do so, use the pointer. When the sector is defined, you look through your sight at the most probable enemy location. Fire… And bingo! Isn’t that beautiful? Of course, you won’t land a hit with every shot, but I love Tanks for the moments like this one. Also, remember one simple thing. No tank in the game has a maxed out view range, to begin with. To be a really cool scout, you need to upgrade your ride. This is down to you alone. You choose for yourself what to equip your vehicle with and how to train your crew. DON’T SCREW IT UP! Documentation shows the initial vehicle characteristics, assuming that it’s manned with a 100% trained crew without any additional skills and perks, and there’s no equipment or consumables on the vehicle. To improve your view range fully, you first need to equip your vehicle with Coated Optics or Binocular Telescope. In some cases, you can mount both. But keep in mind, bonuses from these pieces of equipment are not totaled.
When stationary, you get an additional 25% to your view range, in motion—10%. Secondly, you need to train your crew, Especially, your Commander. Every additional 1 percent of the Commander’s major qualification improves the vehicle view range by 0.43%. To enhance the main qualification, you need to equip your vehicle with Ventilation, the national food or drink consumable and train your crew with the Brothers-in-Arms perk. Also, it would be good to train the Commander with the Recon skill, and the Radio Operator with the Situational Awareness skill. And don’t forget about Sixth Sense. This is one of your main allies in the battle. If the enemy spots your vehicle, you’ll receive the alert about it in 3 seconds.
Ignoring it will make your trip to the Garage arrive sooner. This is all well and good, but sometimes three seconds is too long! And you also have your brain, not just the light bulb! So use it! If you feel you might have been spotted, don’t wait for the light bulb, roll back to a safe place beforehand! Your crew won’t exactly say “thank you”, but their gratitude will certainly show itself later on. Remember that if your Commander is injured, their Sixth Sense doesn’t work, and your vision range drops by half. In this case, any enemy will “out-scout” you, so don’t even try to spot them, the result is pretty obvious. When the tank is equipped with all the necessary equipment and consumables, when the crew is trained, the numbers say that the vehicle view range can exceed 500 meters! But the maximum view range in the game is…445.
So why do you need all those skills, equipment, and consumables? It seems that you can just raise it to the maximum and stop. But things aren’t that simple. Let’s do a small experiment: Let’s take two scouts, identical at first glance. But the view range of the first one is 445 meters, and the second scout has a view range of 507 m. There are several enemy vehicles behind the hill. The first scout rolls out and shows us four tanks. Well, not bad. Now let’s see how many vehicles the second scout will spot? Wow, it’s just amazing! It lit them up like a Christmas tree! Ten! TEN VEHICLES! And it’s not a bug or an accident! That’s the tank’s improved view range! Every extra meter of the view range is very useful.
It sees straight through the enemy’s camouflage. To reinforce its importance, let’s do another experiment. Let’s take the same scouts and put them on the Airfield map. The crew isn’t trained with Camouflage, and there’s no camo on the tank either. So, neither have any advantage in concealment, everything depends purely on their view range. Now let the tanks move towards each other, and we’ll see what distance they get each other in their sights.
The RU 251, with a view range of 507 meters, spots the enemy at 427 meters. And its opponent hasn’t seen anyone yet. And only now, after the precious seconds are gone, it’s finally spotted. The rangefinder shows 375 meters. But why is that? Shouldn’t it be 445? That’s because every vehicle in the game also has concealment parameters, not just a view range. The vehicle’s concealment is affected by the vehicle type, size, and presence of special equipment and consumables. Vehicle concealment gets worse when firing and on the move. Use these mechanics and win more!.
Do you have any idea about the league of legends? Actually, this is the more famous video game, developed by the Riot games. Moreover, more than billion numbers of people download this game.
This league of legends free skins is one of the stress relieving games. Not only that but also it is one of the most downloaded game in the Android game environment. Furthermore, this league of legends free skins allows multiple numbers of players to play it. So, if you have the leisure or you are in the stress, then download this game and play with your colleagues, friends, or your family members.
When it comes to the features of this video game is entirely different from the other which means it provides the different features to you. Some of the best features that are provided by this league of legends free skins are as follows,
Ward skin changing and normal skin changing:
The ward skin changing is almost like the champ skins. This Skin allows you to change the ward easily without getting any trouble. Now, the normal skin changing is called the champions skins. This skin simply allows you to change it based on your wish. Even, you can change it as the rare skin also.
Fast re-play features:
Most of the video game does not contain this re-play feature so most of the players are suffering from it. So, the designers of this league of legends free skins haveimplemented this re-play features. With the help of it, you can view your re-play without getting help from the others.
Timers and quick message system:
Timers are also called as the jungle timers which allow you to see all timers in the minimap of your games. Furthermore, this game provides the quick message to you.
What are the common types of the skins you can get free from this league of legends?
Commonly, there are several types of the skins are available in this video game. In that, you can get 4 types of the skins as free. Not only that but also most of the people love to use these 4 skins only such skins are as following under,
At first, from the Facebook page, you can get the Riot Girl Tristana skins.
Secondly, you can get the Unchained Alistar skin from the YouTube.
Thirdly, in the game craft, you can get the free skin of the Hextech Annie.
How to get the free skins for playing the league of legends?
Most of you all know that there are dozens of the free skins are available for playing the league of legends. But, do you have any idea about how to get it? If so, then don’t worry. Spend your 5 minutes of time to read the below-mentioned ways to get the free skins in the league of legends.
League of legends free skins in the Facebook page:
First of all, if you want to get the free skin by the way of the Facebook, then you should create a new Facebook profile for that. In case, if you already have the Facebook profile, then you can use it. There is no need to create a new one for it.
Once you create the Facebook profile, search the league of legends in the search bar to locate the page. As I said before, you can get the free skin of Riot Girl Tristana from the Facebook page. So, once you locate in the Facebook page of theleague of legends, you can easily get free skins from your Facebook account.
Free skins from the YouTube channel:
If you don’t like to get the free skins of the Riot Girl Tristana, then go to the YouTube channel. When comparing to the other ways, you can easily get unlimited free skin free skins from the league of legends for using the YouTube channel.
First and foremost, you need to create one personal account in the YouTube then properly access the league of legends website. For that, you can use the link to access it. After entering into the app, you should subscribe it. So, it gives the permission to access the YouTube channel. Finally, you will get the unlimited free skins for accessing the YouTube channel.
In 2016, the users of Blizzard Entertainment spent almost 5 million years playing their games. As the developers of some of the most popular video game franchises in history, it should be no surprise that they have been extremely successful.
Established in California in 1991, Silicon & Synapse was the first incarnation of Blizzard.It was created by three friends: Allen Adham, Michael Morhaime, and Frank Pearce, who got their early business by working as developers on third party games for a variety of systems, from the Sega Genesis and the Super Nintendo to the Mac and PC. They would take games that already existed and would adapt them for other systems, a process that’s known as porting. After getting to work on original titles like Rock n Roll Racing and The Lost Vikings, they were bought in early 1994 by an educational software company called Davidson & Associates. They ditched the name Silicon & Synapse, initially for Chaos Studios and finally Blizzard Entertainment.
Shortly thereafter, they released Warcraft: Orcs & Humans in November 1994. It was a sensation, because it tapped into the growing appeal of strategy games and the enduring popularity of the tabletop game Dungeons and Dragons, which itself falls back to earlier fantasy works like Tolkien’s The Hobbit and Lord of the Rings. But while Blizzard was riding this newfound wave of popularity, the company itself became involved in some kind of corporate takeover or sale practically every year. Here’s a brief timeline of what happened: Davidson & Associates and another company, Sierra Online, were bought by CUC International, an early e-commerce company, in 1996. CUC merged with a hotel, real estate and car rental franchise called HFS Corporation , to form Cendant in 1997. The next year, it turned out that CUC had committed serious accounting fraud over the years, which became a pretty big scandal.
Cendant stock obviously crashed so they sold their software operation, Sierra Online, which now contained Blizzard, all to a French advertising and PR company called Havas. Havas were then bought by a bigger French media company called Vivendi, all in 1998. Somewhat surprisingly, all of these corporate acquisitions didn’t have much of an impact on the day to day operations of Blizzard, even though they did lose some good people along the way. Nevertheless in 1995 they released a sequel to the original Warcraft game, which attracted an even bigger following that put Blizzard firmly at the top of the RTS genre. They also acquired a company on their own; a developer called Condor Games who had been working with them on an upcoming title: Diablo, which was the beginning of Blizzard’s second major franchise. One of the big contributors to the success of Warcraft 2 and Diablo was Blizzard’s decision to invest in building an online platform called Battle.net.
Online multiplayer had mostly been a very small niche at that point because you really needed some level of technical competence to be able to set it up correctly. What’s more, you often had to rent server space from CompuServe or America Online and this could cost as much as $30 an hour. Some fans of the first Warcraft had battled online, but we’re talking about the most hardcore fans, not your average player.
Blizzard realized how much potential there was for online multiplayer in the RTS genre, so they shifted the established model towards users paying a fixed fee for unlimited gameplay within a certain period, like a week or a month. So in 1998, when Blizzard released Starcraft with full integration with Battle.net, the platform’s users grew by over 800% that year. The game outshined anything they’d ever done so far and is now considered the holy grail of RTS gaming. Even today, two decades and 10 million copies later, the game still has an active esports scene and a fervent playerbase who are refusing to let it die.
So it’s an understatement to say that Blizzard chose to invest their time wisely. Instead of rushing to release new franchises, they continued developing their existing properties and to reap the benefits of the boom in online gaming. Warcraft 3 and Diablo 2 were huge market victories, with Diablo 2 breaking the world record for fastest selling game at the time, selling a million copies in 2 weeks. Warcraft 3 presented a new level of depth to storytelling at Blizzard, a trait which they’ve continued to improve over the years. The game’s ultimate legacy, of course, is the creation of the MOBA genre.
Today, Multiplayer Online Battle Arenas are the most popular games in the world, but it all started from an innocent mod of Warcraft 3. Despite all of that, however, even Blizzard were not prepared for the enormous success of World of Warcraft. Released in 2004, WoW became the best-selling PC game of 2005 and 2006. The game redefined the MMORPG genre and combined it with the rich history it had built up from the previous Warcraft games. By the start of 2008 WoW had 10 million users, over half being from Asia. Unlike Blizzard’s previous titles though, WoW was a massive cash cow because players had to pay a monthly subscription in addition to buying the game itself. Subscription prices varied considerably, from the equivalent of $5 per month in China to $15 in the US. Speaking of Asia, MMORPGs like WoW became a true cultural phenomenon there, particularly China and South Korea. Now, if you consider the lowest possible price level of $5 a month and the fact that WoW has never had less than 5 million monthly users, you’ll see that for any month WoW has brought in a minimum of $25 million of revenue.
And keep in mind that it’s been running for over a decade, with new expansions keeping the game alive way past its initial expectations. In 2008, Blizzard’s parent company, Vivendi, merged with Activision to create the current company, Activision Blizzard. Together they also run hugely successful titles like Call of Duty and Candy Crush, which they acquired by purchasing King Digital Entertainment for $billion in 2015. The very next year, Activision Blizzard posted revenues of $billion and over half of that was from in-game purchases.
Players buy pets in WoW, supply drops in Call of Duty, extra lives in Candy Crush, and loot boxes in Overwatch. And yes, this conveniently brings us to Blizzard’s latest major endeavor, Overwatch. It launched in May 2016 and by the first quarter of 2017, it had already brought in a billion dollars in revenue. A big chunk of the audience comes from what Koreans call PC Bangs, which are essentially gaming centers where people pay per hour to play games. Groups of friends, and by that I mean mostly young guys, go to these places to play games liked Overwatch and League of Legends for hours at a time. The South Korean government became so concerned about gaming addiction that they enacted laws to prevent kids under 16 from playing excessively.
Blizzard’s original founders, by the way, are all still there. Allen Adham went off into the world of hedge funds for a while, but now he’s back and his return actually shows just how far Blizzard has come. When Adham left in 2004, Blizzard had 400 employees who were either working either on World of Warcraft or on Starcraft 2. But when he came back in 2016, there were ten times as many employees working on a wide range of projects, as well as a production arm to expand on the somewhat disappointing Warcraft movie and to potentially create a Call of Duty TV series. As of late Blizzard has also been making successful entries into other video game genres, like the Hearthstone online card game and the Heroes of the Storm MOBA. Just last year, Blizzard’s revenue alone was $billion so it’s safe to say that they have many years of game making ahead of them.
Video games are amazing. They can do just about anything they set their minds to. Yet despite all that potential, most games keep going back to the same exact narrative and mechanical arc over and over again. It’s like that Drake song is stuck on repeat.Here’s out it usually plays out– you start from the bottom, unable to do anything other than look and maybe move around a little bit.
From there on out, it’s a skyrocket to the moon. You’re given upgrades, weapons, collectibles, achievements, shields, armor, power-ups, and so on. Making players feel powerful through leveling up has become synonymous with conventional game progression, and with good reason. The empowerment narrative is a perfect cheat sheet for fun, absorbing play. I mean, I certainly enjoy it. Those conventions help induce what psychologists call “flow,” which is that pumped-up feeling you get when you’re doing something that’s really hard but you’re also good at it.
Leveling up gives positive feedback to the player and it helps designers strike a perfect balance between challenge and ability. But here’s the thing– the power fantasy is, well, exactly that, a fantasy. Most of the time, you’re not really getting better at the game. The game is just getting made easier for you to win.
This artificial empowerment is everywhere, like in “Call of Duty‘s” leveling-up system or “God of War‘s” epic quick time event takedowns, and even “Zelda‘s” dungeon items. You might feel like you’re mastering the game and conquering the world by playing more, but instead you’re being handed things that just make the game more accessible, be it a gun, a magic takedown button, or a grapple hook.
Nowadays, you don’t even have to spend time playing to get that false sense of empowerment. The pay-to-win business model throws out the pretense of skill altogether, giving players the option to just pay more to get more powerful. As designer Clint Hocking pointed out to us, the conventions of leveling up have little to do with player skill. They’re about linear progression and new toys that keep players coming back for more. And there’s a point where leveling up isn’t even all that helpful to designers either, because most of the time, it turns into an arms race against the player.
Each new toy needs a counterbalance to maintain the appearance of difficulty. So you end up with these incredibly convoluted systems like these RPGs that you need, like, a Ph.D. to understand. And it’s not just convoluted systems either. Game narratives have to do all sorts of back flips to justify the power fantasy. Think of “Metroid” and all those times you rolled your eyes because Samus’ suit conveniently malfunction or required someone else’s permission in order to activate and upgrade.
Power fantasy narratives tend to be unsustainable in a lot of different ways because, typically, experience points are gained through combat, which means these narratives have to try and figure out ways to justify all that murder you’re being rewarded for. But at best, power fantasy video games briefly address this fact, giving the protagonist a vague revenge story or some other flimsy motivation. And frankly, the heroic mass murderer story is just starting to lose a little bit of its spark. And designers seemed to be scrambling and failing to liven it up, because there’s only so many titans I can dismember before the pain Kratos supposedly feels over his family just starts sounding a little disingenuous. I will have my revenge! And no matter how many times “Watch Dogs” tells me that my actions are made righteous by my niece’s death, I’m just not buying it.
And let’s not forget, no matter who you are in a power fantasy, from a demigod to a hacker, even death itself isn’t enough to stop you. Usually, failing is an essential part of any game system, but because it interrupts the progression of a power fantasy, death tends to be reduced to a 10-second setback at most. Unless you’re playing exceptions to the rule, of course, like “Dark Souls” or “Bloodborne” or a roguelike. But generally speaking, death is like a slap on the wrist in most games– only, it’s Superman’s wrists and he didn’t even notice or feel it or care. We are so trumped up on power that we ostensibly become immortal. Mistakes becomes laughable both narratively and mechanically, and the whole thing turns into an ego-stroking conquest. It’s just, like, so easy. I’m just, like, firing arrows at him and he’s not even moving.
But as long as power fantasies dominate our mechanics, they’ll keep dominating all of our stories too and we’ll keep playing the same good guy with a gun with a chip on his shoulder and a kidnapped niece and, I don’t know, a wife to avenge. Victoria. Where is she? Don’t get me wrong, there’s plenty of room for good power fantasies in games. And like we said before, they can be fun. But as games mature, designers are challenging themselves and players to think outside the typical leveling-up convention. Recently, horror games have taken to the disempowerment narrative. Titles like “Outlast“, “Amnesia,” and “Among the Sleep” ramp up terror by keeping players defenseless the entire game. “Papers, Please” takes the power out of mastering a game system by making players just another cog in the machine. Even “Wolfenstein,” which is there at the genesis of video game power fantasies, has learned some new tricks, because you still get tons of cool guns and upgrades, but narratively, “Wolfenstein” is about losing a war and everything you love.
“Journey” got rid of leveling up altogether, creating a story that weaved empowerment and disempowerment seamlessly together. Other games like “The Last of Us” opt to keep the power fantasy while completely twisting our expectation. At first, you’re a weakened little girl with no abilities, before quickly becoming her much more capable father. But later on, “The Last of Us” flips the weakened little girl trope on its head by weakening Joel and handing controls over to Ellie. It uses the power fantasy to make us rethink who we see as defenseless and who we see as powerful. Revisiting these conventions has already brought us some of the best games in recent history and I, for one, am excited to see how designers will continue to surprise us and tell stories that go beyond just our egos. So what do you think? Should games think outside the power fantasy and leveling up? Hash it out the comments and if you like what you saw, please subscribe.
I’ll see you next week. Last week, we talked about food and why it’s everywhere in games. Let’s see what you had to say. GloppyCSP tended to treat the food in “Skyrim” based on how quickly it would spoil. That is, eat the fresh stuff quickly and store longer life things. That brings up a really interesting food mechanic that we didn’t talk about in the episode, which is spoilage. In games like “Skyrim,” you have to eat the food that spoils the fastest first. So eating is like the original resource management sim– I guess until they figure out what preservatives are. Zachary Lusby and many others mentioned how certain games introduced them to foods from cultures outside of their own. This goes back to something we touched on in the episode about how many cultural values are instilled in what and how we eat. For example, I’m half Mexican. I don’t speak Spanish, unfortunately. I didn’t grow up speaking Spanish, which is a pity. But one way that Mexican culture was passed on to me was through food. And games are the same way.
They cross cultural boundaries very, very easily compared to other mediums. And thanks for the note about the shirt. It came from my aunt. She got it for me for Christmas a couple years ago. She’ll be very pleased that you like it so much. Kate Berger mentions how food has evolved over the history of “The Sims.” She points out “Sims 3” has really evolved into a whole food system where you can grow your own or learn to cook or be a vegetarian. This is one of the things I talked about the episode, where food can be a reflection of the values in the game itself.
“The Sims” prides itself on personalization and food is just another way that you can express yourself. I’d also add that “The Sims” is also one of the few games that has gameplay that involves going to the restroom, so, I don’t know, maybe diet will always be a part that game. George Cataloni hates thinking about food and eats the same thing every single day because he just wants to get proper nutrition into his body as efficiently as possible so that, in his words, he “can go back to doing more interesting things.” Well, that’s one way to think about it, I suppose, but food is more than just putting stuff into your body.
I feel like it’s about culture, it’s about social expression, doing things with other people. If you like to cook, for example, that process has creativity built into it. But I guess you could just drink Soylent every single day and just get all of the vital nutrients you need, but I feel like you’d be missing out.