<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Viktor Frankl on Locodigital</title><link>https://locodigital.com.br/en/tags/viktor-frankl/</link><description>Recent content in Viktor Frankl on Locodigital</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Sun, 10 May 2026 10:00:00 -0300</lastBuildDate><atom:link href="https://locodigital.com.br/en/tags/viktor-frankl/index.xml" rel="self" type="application/rss+xml"/><item><title>If life had a difficulty setting, would you pick Easy?</title><link>https://locodigital.com.br/en/philosophy/if-life-had-a-difficulty-setting-would-you-pick-easy/</link><pubDate>Sun, 10 May 2026 10:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/philosophy/if-life-had-a-difficulty-setting-would-you-pick-easy/</guid><description>&lt;p&gt;Every time I start a new game, I spend about three minutes frozen on the difficulty selection screen. Easy, Normal, Hard — sometimes with names the studio invented, like Adventurer, Hero, Legendary. I sit there wondering which version of the experience I want to have. And one ordinary day that question escaped the monitor and lodged itself in my head in an uncomfortable way: if life had that screen, what would you choose?&lt;/p&gt;</description></item></channel></rss>