Humanity's greatest creation is therefore manufactured scarcity, through marketing, mortgages and competition.
778 karma · joined January 1, 2023
Humanity's greatest creation is therefore manufactured scarcity, through marketing, mortgages and competition.
Productivity has no inherent value - like efficiency and perfection, it is necessarily of something else. Its value is entirely derived.
(And absolutely not brute-force grinding themselves away)
Your point on a/v feedback reminds me of "cow clicker", started as a joke, creating the idle-game genre.
If it's fun even without full-fidelity, it's fun. But if it's not fun, it might just be the lack of fidelity - not believable enough. I guess one needs an opinion for how much fidelity is enough to know, for the specific mechanics/interactions.
EDIT can always increase fidelity.
Through this discussion, I realize I'm more interested in "feel" than fun as such - e.g. a sense of place, being somewhere, in a walking simulator; or the feel of guns in COD. Not a mechanic; but perhaps a kind of interaction.
Not necessarily "cinematic", but probably more akin to issues in cinema than game mechanics.
I suppose one can still isolate an aspect and iterate on it; but it seems fidelity is important here...
I did similar at about 15yo, wrote a game, exhausted myself actually completing it. A game store agreed to stock it, I just needed to supply the game on media and packaging. I looked into it... runs of 100 copies... but didn't do it. Eventually made a pity-sale of 1 (one!) copy to a hobbiest.
The lesson I took was that the business side was as important as the technical side. I noticed many startups had two guys, one in each role, since they require incompatible value-systems.
Despite all the talk of "testing hypotheses", I think many of these things about the market are simply impossible to deliberately find out - just have to keep trying and learning about it: research, discovery. It requires faith/hopefulness/optimism - unreasonable, unjustifiable. With my later business that did work, I remember imagining/visualizing customers that were assessing my product and soon would buy (plausible, because the product was good; the market just needed to realize it!).
Why not build something to help solve "finanicial independence"? It would attract money.
A well-executed game can be fun, when a poorly-executed version of the same idea is not. But if execution is everything, how can you experiment to test the hypothesis without making the whole thing?
I think the standard trick for testing hypotheses of user experience is to fake it. e.g. a GUI with no literally backend. It feels real. (Perhaps a "sizzle reel" in pitching movies is similar)
"Would it be fun" you can test by faking it, like curating it by hand for a small specific area (e.g. a popular street in a popular part of a popular city; or your hometown; or somewhere that appeals/you want to visit).
"Can I make a general algorithm using publically available data to do this for everyone, for everywhere, automatically" is the technical hypothesis. It seems like a really challenging problem! But because it is clearly defined and scope-limited, I feel it's more straightforward than the first one.
I agree with your perfectionism point; but how to test the hypothesis that it would be "fun"? A rough prototype can easily not be fun, even if the hypothesis is true! User experience seems hard...
Perhaps this is the reason for Mark Cerny's Method in game dev: to complete a slice of a AAA game to shippable standard, to tell if it's worth completing. Because players can't evaluate the experience of a game without the finished game. It's a hell of a lot of work, like $3 million; but doing just a slice makes it less than the $30 million for the whole game.
Whereas, for some reason, for Zelda: Breath of the Wild, they developed a cheap 2D prototype to test out their "physics" and "chemistry" ideas. How were they able to test their hypothesis so cheaply?
What makes a hypothesis cheap to test? Is it a bit like unit tests versus functional tests?
Never tell me the odds.
Can relate. I think the problematic word is "complete"; it's a kind of perfect. Initially aim at incomplete/minimal, then build.
I had a really compelling but unproven idea once, for a gap in the market for a library. I made an absurdly ruthlessly minimal prototype in 2 hours; then spent 1 long day (9 hours) making a website. My rule was if no one appreciated it in 10 days, I'd forget it. Someone did, and it ended up making me ramen-FU-money.