cell303
So what it boils down to really is a social issue, where you have to find a way to ensure a fair treatment of the losers. Theoretically they were just as likely to be huge successes (I think this is especially true for artists) as those who actually turned out to be. If that wasn't true one could easily run a successful incubator on their own.
However, culturally, the idea of compensating the losers seems alien (and even outrageous in some places) as we used to live in a economy with a much more linear relationship between effort and return. I guess this is why ideas like 'basic income' have such a hard time being even discussed, although they would address the issue, maybe even solve it.
Also, your argument does not account for tomorrows sales figures, which might look very different, as executives from any industry that software has replaced can tell you. Of course that could never happen to us.
Anyway, it's rather simple. It's just taking what we have seen in the past (people appropriating any kind of technology thrown at them [1]) and extending it into the future.
Is this the correct approach? Probably not.
I like to remind myself that there was a time when smoking was the thing to do. Little knowledge about potential dangers was available. Projections about future adaption of the habit might have looked similar.
[1]: Strictly speaking this is not true, since there is a huge cemetery of rejected technology that remains mostly invisible. Smartphones just turn out to be one of the technologies that have become widely accepted, creating a wrong impression overall.
The comment specifically touches the following issues.
* The community's overall pro-western tendency
* Pointing out that the parent comment has been one of the few moderate ones in a thread that has otherwise been rather 'emotionally charged'
As much as I enjoy the content and the discussions here, the lack of appreciation of satire has always puzzled me.
In a lottery you know exactly what your odds of winning are and what the (best) possible outcomes are. In the App Store on the other hand, the odds are more or less unknown (which is why this post is interesting in the first place, I guess).
They are also dependent on a variety of factors, including your marketing success, quality of the game, etc. As an independent app developer it's difficult if not impossible to get a grip on those numbers. On the other hand, if you are Kim Kardashian there are probably some calculations you can do that give you an idea about how well your game is going to do (FYI: There is a Kim Kardashian game. Also a person named Kim Kardashian)
The second difference to a lottery is, that in the App Store you do not have an upper bound for your success. It could be anything form zero (most likely) to flappy-bird-crazy and beyond.
So do these differences matter after all?
Yes, because they dictate what kind of game you have to make, or in other words what kind of risks you are able to take: While major publishers have to stick to "mee-too" variations of game concepts that are known to work, you as a hobbyist can try out radical ideas. Things that are "never going to work". You face a limited amount of loss (the time it takes to make the game) but face a (virtually) unbound gain. This also means that the 1-week variety is much more promising, just not the "mee-too" ones.
However, as far as literature is concerned, I'd not be using it. The title is misleading in that respect. Something along the lines "simple", "clean", "focused" writing would be better.
BTW: I have to paste some page-sized sentences from Thomas Pynchon in there.
It tries to quantify every aspect of life (or rather: disregards any aspect that can't be quantified) and therefore leads to a view of the world that is completely mechanic.
What's worse are it's dogmatic undertones. It kind of suggests that these are general rules that apply to everyone. And if you don't want to be a loser you have to play by those rules.
Games have winners and losers. Who is to become a winner or a loser is decided by some arbitrary rules that are predefined and can't be changed. Is that the kind of mental mindset that you want to equip yourself with? That you will be either a winner or a loser, by the standards of other people? Please, we already have a high chance of getting burnout in our profession. You don't have to forcefully increase it.
So as a little comic relief, here is a quote form the article:
> When your willpower is low, you are only able to do things you really want to.
By contrast, here is a quote from Bob Dylan that I happen like:
> A man is a success if he gets up in the morning and goes to bed at night and in between does what he wants to do.
So if you want to be a success by the standards of Dylan, you know what to do ;)
so i'd rather say: for everything created, there are either 100 people expressing an opinion and 1000 people reading it / or none.
Staying well rested comes not only first, but will also increase your productivity when measured over a longer period.
As a perfectionist I'm more often than not engaged in rewriting code "the right way". Generally I've found it hard to accept that there are so many ways of doing things. Worse, some solutions perform better while others are easier to read. Even worse, there's usually a trade-off between those two.
To address this I've came up with two ideas. The first would be a language that would be ultra-restrictive, so that there could be only a limited number of ways of doing things. However my guess is that this has been tried and failed.
The other idea would involve some clever IDE and/or version control system, that would allow different versions of constructs to co-exist. In other words there would be different "views" on any piece of code. In fact, this is already the case with documentation which can be seen as a "natural language" view on the code.
This would solve the "The Narcissism of Small Code Differences"-dilemma, as every programmer could keep his favourite version. But what's more interesting: Based on the assumption that rewriting code for ideological reasons is common behaviour that can't just be stopped, it would be nice (and more efficient) if the rewritten code could at least serve some other purpose. As different versions of a function exist, they could be invoked based on some criteria (probabilistic or as a fallback) with the intent of increasing fault-tolerance.
Of course having a fallback is part of the motivation for version control systems, but these are not able to utilize different versions in a systematic way/at runtime, at least not as far as I know.
Usually I had a strong opinion about somebody's playstyle and age, even educational and social background upon reading a name (Not that I was ever right in these opinions, but what's interesting is that I had them).
What's even more interesting is that we even "discriminated" characters with bad names when the game mechanic allowed us to do so (ganking, kicking out of groups,..)
So I'm not sure whether there is a correlation between playstyles and names, but it certainly makes a difference in players behaviour towards each other.
I haven't tried it, but it seems like cleaner approach than cutting the patient in half.