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THE GREAT VALUE LIE (What Women REALLY Want)

The popular "LMS" (looks, money, status) model of what attracts women is, per the video, a lie: looks and money only matter insofar as they signal or purchase status, and status itself only becomes attractive when it is conveyed through "game" in the direct, live interaction — meaning relative value displayed in the moment beats absolute credentials.

Todd V Dating · 2023-02-24 · English

Key ideas

  1. LMS is not one unified thing but three separable factors; a person can have any one or two without the others (e.g. looks with no money or status, money with no looks or status).

  2. Looks buy only a brief window of attention (about 20 seconds in person, a match online), lost immediately if the guy says lame things or seems nervous or uncool.

  3. A well-dressed, stylish but average-looking man can command the same initial attention as a physically striking one, because appearance is really about whether she's willing to spend mental energy getting to know him.

  4. Looks only clear "step one"; a full six-step courtship process still has to happen after that to get a result.

  5. Money does not help attraction until a girl already likes the guy sexually; leading with money is "incredibly lame" and self-qualifying, and it must be discovered "by accident" to work in his favor.

  6. Money/resources matter far less for attraction now than historically, since subsistence-level pressure is gone and women now earn significantly more themselves.

  7. Status is defined as "the relative standing between two people" — a comparative position within a specific interaction or context, not a single fixed trait.

  8. Social proof — how other people respond to and treat a man — is one of the most important status metrics, because it lets a girl infer he's "pre-approved," popular, and competent/provider-capable.

  9. Looks and money mostly create attraction indirectly, through the status they generate via other people's reactions, rather than attracting directly on their own.

  10. Status, not looks or money, is the actual attractor; almost everything taught in "game" is really a status-adjusting move.

  11. Named game moves — disqualifying, avoiding supplication, and staying unaffected by shit tests — all work by shifting relative status between the man and the girl.

  12. Status only exists as what the girl can perceive in the interaction; hidden wealth or looks she doesn't know about confer no attraction value.

  13. There are two forms of value: absolute value (resume items — money, looks, job prestige, living situation) and relative value (what plays out directly in the one-on-one interaction); relative value can override absolute value, explaining why a "bad boy" with a weak resume can beat out a man with a strong one.

  14. Over the course of a relationship, how a woman views a man shifts from extrinsic/absolute indicators toward the accumulated evidence of direct interaction and game.

  15. Game is not a 2000s internet invention; it has existed throughout human history as the emulation of behaviors natural to high-status men, who don't have to care about perception and who others react to rather than the reverse.

  16. Men with strong absolute value (gym-built bodies, nice clothes, plastic surgery, business success) can still struggle if they act low-relative-value, i.e. still mentally place the girl on a pedestal.

  17. Reducing LMS to its true driver: looks and money are just means to an end, and that end is status ("L and M... are just means to an end which is status").

  18. Society and industries benefit from the LMS illusion because it keeps people chasing conventional jobs and possessions and preserves the sense that "deserving" men get the girls; when men with game (not conventional desert) start winning, it disrupts that social order, which is why game is treated as a somewhat subversive, inconvenient truth.

  19. Money confers status through two channels: buying visible status symbols, and buying access — entry into high-status venues or association with high-status people — which grants "vicarious status" and borrowed influence.

  20. LMS framework (Looks, Money, Status) — The popular but, per the video, misleading model claiming looks, money, and status are three separate factors that each independently attract women. Apply: Used as the strawman the video dismantles: recognize that having looks and/or money without status/game conveyed through game does not by itself produce dates or results.

  21. Absolute value vs. relative value — Absolute value is fixed external credentials (money, looks, job prestige, resume); relative value is the status and behavior actually displayed within a specific live interaction with a specific girl. Apply: Prioritize demonstrating relative value in the moment via game rather than counting on absolute-value credentials to carry attraction on their own.

  22. Disqualifying — A game move where the man expresses doubt about whether he likes the girl, which places him in a position of higher relative status than her. Apply: Say something like "I'm not so sure if I like you" to raise your relative status instead of chasing her approval.

  23. Supplication (avoiding it) — Ass-kissing or over-eager approval-seeking behavior that puts the girl on a pedestal and hands her higher relative status. Apply: Withhold flattery and approval-chasing so relative status stays balanced or in your favor during the interaction.

  24. Non-reactive response to shit tests — Staying unaffected or laughing off a girl's testing pressure instead of getting nervous or flustered. Apply: When pressured or tested, respond calmly or with humor rather than visibly flustered, which preserves the higher-status position.

  25. Social proof — A status metric based on how other people, especially other women, visibly respond to and treat a man. Apply: Being seen treated well or as popular by others lets a girl infer you're "pre-approved" and competent, so visible positive treatment from others functions as a status signal to leverage.

  26. Status symbols — Purchases such as a flashy car that convert money into a visible, perceivable status signal. Apply: Spend money on visible markers that signal status rather than merely disclosing wealth, since status must be perceivable to register as attractive.

  27. Vicarious status via access — Status gained by association — using money to buy entry into top venues or proximity to high-status people, borrowing their perceived status and influence network. Apply: Use money to gain access to high-status venues or social circles so you're seen in association with status, rather than trying to state your status directly.

  28. Six-step courtship process — A multi-step process, referenced but not itemized in this transcript, required to convert initial attention or attraction into an actual result. Apply: Treat clearing step one (attention via looks) as insufficient on its own; the remaining courtship steps still must be executed to get a date.

  29. Game as emulation of high-status behavior — The practice of learning and performing the behaviors naturally exhibited by high-status men — not caring about perception, taking the lead, having others react to them. Apply: Deliberately adopt high-status behavioral patterns (unbothered demeanor, leading the interaction) to occupy the "headspace and action space" of a high-value guy even without yet having earned absolute status.

Insights

The video frames the LMS narrative itself as a piece of socially useful propaganda rather than a factual error — it argues the lie persists because society runs more smoothly and industries profit when people believe status is earned through jobs, money, and looks rather than conveyed through moment-to-moment behavior.

It explicitly reframes "game" as evolutionarily ancient rather than an internet-era pickup-artist invention, positioning modern pickup instruction as a description of long-standing human status dynamics rather than a novel manipulation technique.

The celebrity-vs-bad-boy contrast (a high-absolute-value celebrity can lose attraction by supplicating, while a low-absolute-value "bad boy" wins via relative value) is used to explain the common "I don't know what she sees in him" reaction as a predictable consequence of the relative-value mechanism rather than a mystery.

Money is treated as functionally almost inert for attraction unless converted into either a perceivable status symbol or bought access to high-status people/venues — simply having money that no one can see is claimed to generate zero attraction.

The video locates the entire mechanics of "game" techniques (disqualifying, non-reactivity to tests, avoiding supplication) as instances of one single underlying operation: adjusting relative status in real time within the interaction, rather than being a disconnected bag of tricks.

It argues attraction dynamics shift over the life of a relationship — early on extrinsic/absolute indicators carry more weight, but over time the accumulated evidence from direct interaction (game) increasingly determines how a woman views the man.

«what I'm going to tell you in this video is something you're not really supposed to hear because a lot of things function a lot more smoothly if this information is not widely known»

— 00:00

«looks money status is not one thing it's three different things»

— 01:33

«looks will give you a brief moment of attention they'll give you a match online but if you then text a bunch of lame stuff you will ruin whatever attraction you had»

— 00:49

«does money help you with women yes but not until they already like you»

— 05:13

«if you lead with money it's incredibly lame»

— 05:17

«status is a difference in relative standing between two people»

— 09:21

«social proof is how are other people responding to you»

— 10:20

«it is status looks and money are factors that can contribute to status but in the end of the day it is status»

— 12:02

«if I disqualify you right I say I'm not so sure if I like you I'm putting myself in a position of relative status higher than you»

— 12:21

«there are basically two forms of value I talk about in game one is absolute value the other is relative»

— 14:18

«game is essentially emulating the behaviors of high status guys»

— 17:10

«let's summarize this whole LMS thing well it's not really LMS when it comes to attracting women It's s right»

— 18:34

«game is considered a bit subversive right game is it's a truth it absolutely works it's based on Evolution it's based on emulating what has worked for centuries absolutely true but it's An Inconvenient Truth for certain people»

— 19:45

«money actually can be used for status one other way which is very critical which is money buys you access money can get you into the best club where you will be perceived to have status or money can get you in association with other people that have status and therefore you can kind of receive the benefits of their vicarious status»

— 20:05

Reception

Generally positive reception with viewers appreciating the framework and insights, though a vocal skeptical minority questions whether the advice downplays looks and fitness in favor of monetizable coaching.

The video builds an internally coherent reductionist chain (LMS collapses to status, status is conveyed through game, game beats absolute value with relative value) that reframes classic pickup-artist technique as the mechanism by which looks and money operate rather than as competitors to them; several commenters directly contest the premise, arguing the model quietly redefines "status" to keep looks from being acknowledged as the dominant first-order filter.

20:45

↳ Todd V Dating · YouTube

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