Tinkering, a disease?
When Columbus was searching for the New World, he was looking for a shorter route to India. He ended up finding a whole other continent. Tinkering isn’t a disease, it is a path to find a shorter route to an idea. If the tools presented were as accessible and easy as people said, people would gravitate toward it. It fills their needs.
“People do what works.” - Dr. Phil
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Being productive is relative.
In the video, they went over three reasons why people play games (Competence, Autonomy, and Relatedness.) The same thing that applies to gaming, is pretty much the same thing that applies to programming in general. We program to fill different needs in our lives. This is one of the main reasons why we can’t just tell people what the best tools are and expect them to go for it. We also can’t say that learning through game engines, regardless of how exceptional they are, is the best way. It fully depends on the individual needs of the person, and what they are trying to fill in their own personal lives.
Games happen to be the result of these elements coming together, more than a purposeful dive into the unknown. No one actually knows what the next big game idea would be. So, what happens, we “play it safe.” It is a reason for the many franchise games that just stick a “2” or “3” at the end of the product. It is the reason that we don’t see too much stray from the tried-and-true formula. It also covers why we see many clones of popular existing games. It is playing it safe, knowing that taking the low risk route would yield a return.
Enough of that.
Human beings are here for risk taking, and for venturing the unknown. The moment we stop advancing is the moment we stop existing. All of our current successes today come from those who were willing to take the risk to get us here. This way of advancing hasn’t changed, we must continue to adapt for the future. This goes for gaming, it goes for programming, and it goes for life.
Advancement is not an equation, it is a state of improvement.
If we want languages to progress, gaming to progress, and our lives to progress. We have to be willing to accept change and the different ways people choose to advance it. There is more to being successful than just writing a game.