Disappointed Optimists
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Disappointed Optimists
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Re: Disappointed Optimists
#2Re: Disappointed Optimists
#3i am sorry but this gave me a pessimist vibe...what was the message here exactly?
Ultimately the message seems to be about trying to do what you can to not feel too guilty and keep surviving.
Re: Disappointed Optimists
#4Re: Disappointed Optimists
#5> His example is a free-for-all fighting game. You promised players a test of combat skill, and you promised them a game worth winning. But the way you win a free-for-all is politics — alliances, betrayal, ganging up on the best player — so the two promises eat each other. You can’t fix it with a patch. You can only decide which promise to sacrifice.
Is anyone else confused about this? I'm not sure exactly how these promises contradict. Is the idea that politics makes a game less "worth winning"?
Re: Disappointed Optimists
#6> A cursed problem, in his definition, is an unsolvable design problem rooted in a conflict between two promises that can’t coexist. You made both promises, on purpose, and they contradict each other, and no amount of clever tuning gets you out. You can only cut through it and give something up. > His example is a free-for-all fighting game. You promised players a test of combat skill, and you promised them a game wo…
Re: Disappointed Optimists
#7i am sorry but this gave me a pessimist vibe...what was the message here exactly?
Re: Disappointed Optimists
#8i am sorry but this gave me a pessimist vibe...what was the message here exactly?
Re: Disappointed Optimists
#9> A cursed problem, in his definition, is an unsolvable design problem rooted in a conflict between two promises that can’t coexist. You made both promises, on purpose, and they contradict each other, and no amount of clever tuning gets you out. You can only cut through it and give something up. > His example is a free-for-all fighting game. You promised players a test of combat skill, and you promised them a game wo…