Do the people who complain about the headshot realism of The Division feel the same way about having to shoot Quiet in the head a bunch of times?
That said, there certainly is a lot of variety that could be done even in a "real-world" setting. They're probably limited by the Tom Clancy's™ branding
Edit: Also, Operation Dark Winter, the military simulation that the story is based on, did come to the conclusion that if something like this happened with total infrastructure collapse, things probably would get as bad as they did in a matter of weeks. Just think about the kind of things that are happening post-military invasion/civil war in the Middle East, and the kind of shakeup/depopulation is magnitudes less disastrous than the Green Poison
White vinegar also acts as a fabric softener, which is great for towels since they don't care for commercial liquid or sheet fabric softeners. Those products leave behind a coating that renders towels less absorbent. And absorbency is one of the key personality traits of a towel, so don't go robbing it of its identity, okay? Okay! If you're worried that you'll sacrifice fluffiness, a pair of dryer balls for a clean tennis ball tossed into the dryer will do you right.
Speaking of the drying process! By the time the towels come out of the wash, the vinegar smell will have dissipated. If there's a lingering odor of salad dressing, the dryer will kill it, so don't worry that you're going to be running around smelling like you've pickled yourself post-shower.
Alex has played over 2000 hours of Civ V and doesn't build the Hanging Gardens?
It's one of the most powerful early game wonders. It basically allows you to feed 3 citizens for free, which allows you to exploit high production tiles early in the game, or run specialists, while still growing. This synergizes really well with the free Garden, speeding up your Great Person generation, which in the early game can be such a huge multiplier.
Regarding @austin_walker's discussion about the connection between difficult games and life challenges such as education: Jesper Juul (who specializes in games and education) wrote about this a little bit in his book The Art of Failure, which is all about play and reactions to failure. He is especially skeptical about "gamifying" education and other fields:
Games are unanchored activities, with no necessary tangible consequences, and a fundamental unclearness about what it means to fail. Once an activity becomes tied to clear consequences for failure, the strength of games is quickly lost.
Thanks to the Beastcast, I am drinking wine while unironically listening to overwrought 90s alt-rock on a nostalgia trip. "She says that love is for fools who fall behind..."
ComradeSolar's comments