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Reminded me how in game design, why the negative effects should be never gradual but use a threshold or hard limit. Because otherwise the players are prone to l
by rini17 3y ago
Reminded me how in game design, why the negative effects should be never gradual but use a threshold or hard limit. Because otherwise the players are prone to like, have a game character walking slowly, burdened by too much gear they are reluctant to drop, making whole experience miserable. The software development is similarly pulling itself into such misery.