7 ms·
> Maybe it's just me, but I find work to only suck when there is a long commute time and it's 2015 and our stupid company is still running Ruby 1.8 on rails 2.3
by asgard1024 11y ago
> Maybe it's just me, but I find work to only suck when there is a long commute time and it's 2015 and our stupid company is still running Ruby 1.8 on rails 2.3, there is no automated testing, the javascript is an unreadable pile or .rjs mess, and literally every bug is some variant of "undefined is not a function" happening at run-time (for which I get yelled at).
That's why you come home and program in a perfect world of Haskell (or some other toy), just like the farmer chooses the virtual farm over the real one.
> The article calls this "the realities of work" and that the inherent difficulties and uncertainties are natural to the problems of the "real world" and must be accepted.
In a certain sense, you're correct - the challenges to overcome in a game can have the same magnitude. In other sense, you're not. At the end of the day, game is still a game. Maybe it is the responsibility that you feel that makes the difference. In the real world, the stakes are higher; cannot that be the ultimate reason why the work sucks?
- lmm 11y ago> In the real world, the stakes are higher; cannot that be the ultimate reason why the work sucks? It could be, but I don't think it is. Doing something that's actually important feels awesome.
- dagw 11y agoWhen you succeed. When you drop the ball and it all goes to shit, it can literally drive people to suicide.
- VLM 11y agoThis is insightful in that games are engineered so everyone wins. The participation trophy effect has become stronger over time... in the 80s you could actually lose computer and video games, but now all you do is grind up a little slower, which is pretty lame. Aside from subcultural experiments like roguelike games which most participation trophy participants don't like. The real world success rate is extremely low and on a long scale approaches 0 unless you're in the 1% in which case the rate approaches 1 of course, because they rig the rules, and their quislings get REALLY angry when anyone points it out.
- Fargren 11y agoEvery time I hear a variant of the "games did X when I was younger, they don't anymore", I have to wonder what do they mean by "games". There is a ridiculous amount and variety of games made today, specially when compared to the eighties. All genres, difficulties and philosophies of design that existed back then still exist today. Most of them in the same amount, even. But when the pie gets very big, as it has, slices that don't grow start looking smaller. Both the "just grind some more" and "you lose you die" games existed in the eighties, and both exist today.
- lmm 11y agoI think there is a real shift though. People talk about "nintendo hard" because most of the games of that era were that hard. Five or ten years ago health was a carefully managed resource in any "AAA" FPS; nowadays regenerating health is very much the norm.
- talmand 11y agoI agree. All you have to do is watch videos of today's kids playing games from the previous era. I've seen some where a handful of kids were unable to finish the first level of Super Mario Bros after several tries. But to be fair, most people never say the third board of Donkey Kong. Although, I do also agree that there are extremely hard games today. I just think they are aimed at people like me for nostalgia reasons but also the current players that actually want a challenge. Otherwise, the mechanic goes against the current trends best suited for making money in the market. As for health being a carefully managed resource, there were also the games where you get hit once and you die. In those cases lives were the carefully managed resource. Which that type of game was common. They don't seem as common these days. But I think most of the hard factor of games of the past was a holdover from arcades where the goal was to kill you within a few minutes so you would insert another quarter. Games at the time tended to mimic that mechanic.
- Zikes 11y ago> the goal was to kill you within a few minutes so you would insert another quarter This is at the heart of "nintendo hard". Games were limited in content and scope, and ramping up difficulty was the only way to ensure the experience would last long enough to justify the cost.