The fact is that the majority of our thoughts and attitudes are on autopilot. This isn’t necessarily a bad thing either. Our habits, routines, impulses, and reactions carry us through our lives so we don’t have to stop and think about it every time we wipe our ass or start a car.
The problem is when we’re on autopilot for so long that we forget we’re on autopilot. Because when we’re not even aware of our own habits, routines, impulses, and reactions, then we no longer control them. Whereas a person without self-awareness just hits the bottle and doesn’t look back.
The problem is when we’re on autopilot for so long that we forget we’re on autopilot. Because when we’re not even aware of our own habits, routines, impulses, and reactions, then we no longer control them. Whereas a person without self-awareness just hits the bottle and doesnt look back.
I think that saying we don’t control our habits, routines, impulses, and reactions is a misnomer. We can control what we do. And the way we do it is by understanding how we do it. Self-awareness is about being able to use our conscious mind to identify what our habits are, and then changing them. We don’t have to completely get rid of our habits. We just have to understand what’s driving those habits.
A lot of people I talk to who have been involved in the gaming industry for a while are quite convinced that the way a game is designed is ultimately responsible for the game’s success. That’s why a lot of developers and studios try to make their games as “user-friendly” as possible, and this is why we see a lot of people play games that arent very intuitive. The problem is that many developers don’t want to make games that are easy to learn or play.
I think we can all agree that a game should be designed to be as easy to learn and play as possible. This is actually something that companies like EA and Bethesda are really good at. The problem is that a lot of games are marketed to be “easy to learn” and “easy to play” but they arent. The problem is that easy means easy.
A good game designer takes good design principles, or a good game design, and then tries to make a game that is too easy to learn and play to be easy to learn and so on. Some games are actually not easy to learn and play because they require a solid foundation to make that game. They also have a pretty bad foundation. Many games are designed to be easy to learn because it’s so hard to learn and play.
Its just a game. It’s not a real game. That’s why you have to take the time to learn a new genre. It’s a game. That’s the point.
The whole ‘crappy game design’ thing can be a bit much to take seriously, but there is a reason why a lot of games have a ‘learning curve’. In other words, you can become a more skilled player without it taking forever to get better. The ‘learning curve’ is the distance between the level that you are at and the next level that you can probably achieve.
It’s funny because when we’re doing these games, we don’t even know which level. That’s because we’re not getting to know the players. We’re just playing the games and learning the basics of each game. We need to learn how to make the game better.