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If your suggestion for making software better is to make mistakes so punishing that users are thusly properly conditioned to not repeat the mistake then... may
by deeviant 5y ago
If your suggestion for making software better is to make mistakes so punishing that users are thusly properly conditioned to not repeat the mistake then... may I never use software you work on.
An analogy in my mind is a "hardcore"(where your in-game character permanently dies if you die once) mode in a game. On the surface, even it's name suggests that a really die hard power gamer is going to want to try this mode, the phrase beckons truly a true epic gamer experience that will test the players skill to the utmost. But, you don't get that. You get people getting level 2 by killing only level 1 critters for 10 hours straight (or equivalent), you get a boring, sterile, slow progressing gameplay that is exactly opposite of what one might imagine going into it.
- Filligree 5y ago> An analogy in my mind is a "hardcore"(where your in-game character permanently dies if you die once) mode in a game. On the surface, even it's name suggests that a really die hard power gamer is going to want to try this mode, the phrase beckons truly a true epic gamer experience that will test the players skill to the utmost. But, you don't get that. You get people getting level 2 by killing only level 1 critters for 10 hours straight (or equivalent), you get a boring, sterile, slow progressing gameplay that is exactly opposite of what one might imagine going into it. Well, yes and no. Try combining it with a speedrun. You'll find you have to take calculated risks, and this can indeed add another level to the game.
- deeviant 5y agoYes, agreed. I wasn't meaning to be dismissive of those that enjoy or make use of these types of game modes, but really just invoking how hardcore mode ends up on average with the average user for analogy only.