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
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They also fuck up *much, much* more when they're incentivized to *look like* they're trying to do something rather than incentivized to actually do the thing, and it's not always clear to anyone involved which of the two is happening or that there is a distinction at all
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If it's not clear why this is, consider this: Is it easier to solve a very hard problem, or... ...to accidentally/subtly introduce or neglect obstacles that you can later use as evidence that it wasn't your fault that the problem didn't get solved?https://twitter.com/webdevmason/status/1222681556960940033?s=21 …
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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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