I often struggle to explain that: 1. Generally, the range of things you could possibly do that are worse than nothing is larger than the range of things that are better AND 2. Trying most things is cheap & when trying in earnest, humans are good filterers of possibility space
One lesson that game development has (slowly, painfully) learned is that drawing up a 50-page master plan for what your game will look like and then building exactly that is a recipe for disaster unless you've built something extremely similar before.
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Instead, starting with a bunch of cheap experiments lets you find the fun before you commit a ton of resources to full scale production. I can't help but imagine something similar goes for radical social change.
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Neither hippie communes nor Stalinism went *great*, but communes gave some kids herpes and scurvy, and Stalinism killed nine million people. Failing small is almost always preferable.
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