> Well, one of the core measures of a well-designed game (for a given player) is the felt experience of immersion, or flow. Specifically, an immersive game should hold the player in the flow channel at all times. In life, that's not the case. We sometimes choose to do things that are frustrating or boring, because they must be done. Because they're worth doing. Not everything needs to be entertainment. > Instead, I w…
Does something only have meaning when it will be remembered for ?
I don't consider this to describe a meaningless life:
> “To laugh often and much; To win the respect of intelligent people and the affection of children; To earn the appreciation of honest critics and endure the betrayal of false friends; To appreciate beauty, to find the best in others; To leave the world a bit better, whether by a healthy child, a garden patch, or a redeemed social condition; To know even one life has breathed easier because you have lived. This is to have succeeded.”
(btw, although generally ascribed to Emerson, it was not in fact written by him)