Why Build Toys
blog.aaronkharris.com
Why Build Toys
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Re: Why Build Toys
#2For instance, I launched a bunch of games that are, frankly, more fun to watch, than to play (e.g. an All-hands meeting simulator: https://rafsters.itch.io/all-hands) or little tools this one https://sonnet.io/posts/reactive-hole/ (it's stupid, completely replaceable, but somewhat adorable).
I come from a family with 4 generations of carpenters. It's a profession more similar to software engineering that most engineering jobs I can think of. The main difference is that in our domain so often the results of our work just don't feel real.
If you're in this situation and this frustrates you, either build something small that people would use OR go ahead build something useless, but intentionally.
Re: Why Build Toys
#3Re: Why Build Toys
#4I'm not sure about you, but the more experienced I am, as a developer or "builder", the smaller things I end up making. For instance, I launched a bunch of games that are, frankly, more fun to watch, than to play (e.g. an All-hands meeting simulator: https://rafsters.itch.io/all-hands ) or little tools this one https://sonnet.io/posts/reactive-hole/ (it's stupid, completely replaceable, but somewhat adorable). I come…
Ha! Fantastic.
> I come from a family with 4 generations of carpenters. It's a profession more similar to software engineering that most engineering jobs I can think of. The main difference is that in our domain so often the results of our work just don't feel real.
That is the core issue I have with software development, it can feel ephemeral and extremely temporary.
My remediation for this is partially game development too, since the artifact you create is immersive and directly enjoyed by others, it can make you feel surprisingly connected to the world.
Re: Why Build Toys
#590% of the side projects I embark in are likely to have no commercial value, but are pretty cool, at least I’d like to think.
Re: Why Build Toys
#6While Aaron's essay approaches the analogy from the perspective of those building, the linked essay approaches it from the market's perspective. For builders, don't take yourself so seriously -- but on the flip side, don't be so quick to write new things off as silly.
Re: Why Build Toys
#7it's a blessing that some (physical or not at all) toys still exist without being monetized.. although the trends with everything-being-appz might kill that some day
maybe OT, but some 10+y ago, i passed through few continents and cultures within 3-4 months, and while looking for toys for the kids to bring home from that journey, in plenty of places, i realized something.. the culture/society is somehow representable by what toys it makes for it's kids. Somewhat like the cultural dimensions thing, but in different aspects.. Like shallow vs deep, curiousness vs just-grinding, beautiful vs ugly, well crafted vs cheaply, etc. And funny, Rich/expensive as $$$ doesnot always correspond to richness of toy-experience/perception. Of course it's rather subjective, YMMV
Re: Why Build Toys
#8I get disappointed when I see someone build something cool, but maybe not commercializable, and the comments come in asking: “yeah, but how are you planning to monetize it”. 90% of the side projects I embark in are likely to have no commercial value, but are pretty cool, at least I’d like to think.
You know non-software nerdy hacker stuff.
Re: Why Build Toys
#9I get disappointed when I see someone build something cool, but maybe not commercializable, and the comments come in asking: “yeah, but how are you planning to monetize it”. 90% of the side projects I embark in are likely to have no commercial value, but are pretty cool, at least I’d like to think.
Re: Why Build Toys
#10Maybe the problem is that what is called/accepted as "serious" is the opposite of it? A toy for shapeing a mind (of kids) may be looooots more serious/important that some $$$$$ made per-day.. kind-a the 4th planet the little prince visited..