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An impromptu voice rant on Matthew 20 - the Parable of the Workers in the vineyards, as it relates to creativity and insight, and the collective unconscious (or God) calling more labourers to work on the problem youโ€™re working on. Particularly on Roam inspired projects/clones
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In summary: The Master = The Collective Unconscious Vineyard/Kingdom of God = Calling or life's work The Scorching Heat / burden of the day = Rejection, Risk, Emotional anguish, Uncertainty Wages = Inspiration, Support ๐Ÿ’ธ+๐Ÿ… Laborers = People working on manifesting an idea
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In my worldview - to be angry at some pattern of reality is to be "angry with God" and it's hard to look at trends or patterns that feel "unfair" Truth is, there is a ton of value to the commons from Copycats, often rewards for those who create them.
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Never lose sight of the fact that imitation costs ~70% what innovation dies, with much lower risk if failure, and that sector pioneers usually end up with ~7% of a market once itโ€™s mature. See Oded Shenker book, Copycats. ribbonfarm.com/2010/08/03/dow
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One thing that's interesting to me about your situation is that at least in the investment-return sense, you practically "dodged" this problem in the same way that game devs doโ€”by getting enough revenue up front, in the period before copycats, to recoup investment. This isโ€ฆgood?
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Copycat games are usually vastly inferior, especially the few that are free or open source. Is this also true for other software? If not, what's the difference?
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