Hey guys, and welcome back.
Last week I shared the history behind direct game and how it came to fruition. I countered common issues beginners often faced with indirect game back in the day. Direct game developed to respond to these issues:
Indirect game caused auto-rejections if done uncalibrated and incorrectly (by going too far or not showing interest when warranted). On the other hand, direct game solved this issue by being direct.
Girls who do not have a minimum threshold of interest can show mixed signals from the get-go. This required the man to convey attractive traits to spike interest before they get her to chase. Direct game solved this issue by screening out those girls who did not have this small initial spark of interest.
Many beginners back in the day suffered from being friend-zoned by women due to too much passivity and the fear of sexualizing the interaction since sexualizing was synonymous with escalation, which means showing interest. Due to the fear of showing too much interest (the dogmas of indirect game say to show interest sparingly/don’t show too much interest), many men ended up with escalation anxiety. Direct game took a shortcut to solve this issue since the contradiction between escalating (showing interest) and “don’t show any interest” disappeared as direct game vouches for showing interest.
As you can see, many issues were solved with the surge of direct game.
Today, we will see how the good old-school direct game is NOTHING like neo-direct game, now all over the internet. Neo-direct game says you should approach any girl out of the blue and hope for the best, with little or no pickup tech, frame control, or calibration. This is not direct game.
Let’s discuss what the old-school direct game really is. It is nothing like neo-direct game with its terrible ratios, over-simplistic, and inefficient tools. Direct game is a well-thought-out and complex method with many strengths.
FYI: Yes, I have experience with direct game. I have read plenty of material by direct gamers, and I have also known direct gamers who were good.