Wednesday, October 29, 2014

Open Mindedness

Once again indulging my habit of replying to others, then thinking "Hey, shouldn't that be on my blog?".

I just can't write the real good stuff* without a live conversation. Without a live virus.

Anyway, I wrote it on a blog by someone called Eric Kaplan - I think he writes fan fiction or something ;) Clearly just looking for a break into the big time! ;)

Anyway, the topic is open mindedness...because otherwise I'd have to edit the title of this post. And here is the reply I gave:

Thing is, I’m not sure many people are open minded about the ‘meta’ of open mindedness – ie, when they think they are being open minded, they are perhaps in some way actually closed minded.

In fact it makes sense that the more close minded you are, the less you would be open minded to the idea that you are close minded. In a Dunning-Kruger effect where the less competent you are, the less competent you are at identifying how incompetent you are. Here, the more close minded you are, the less open you are to the idea you’re incredibly close minded!

Being so very blind to the point where you are sure you see everything (check out Aton’s syndrome)
Who thinks, when they feel they are being open minded, that possibly, just possibly, just a thin chance maybe, they are being incredibly tiny minded idiots?

No one, because it takes a pinch of self lothing to do that. A pinch of salt over the shoulder. Somehow, in regular culture, open mindedness always involves realisations which are flattering to oneself.

* (by my own evaluation, anyway)

Sunday, October 19, 2014

Looking at 'Clicka Lettuce Seed'

Clicka Lettuce Seed

I think I got lucky somehow. Or maybe the idle games market isn't saturated. Some other platformer games I've watched haven't gotten nearly as many plays in the time they were up.

2981 plays so far. So that's a few pluggings of the 'grow your own food' idea. Most of those were in the first two days. I only posted about it on the Stencyl forum, have been saving other options simply to get a better guage of effects. If I advertised on all the places I could think of, I wouldn't know which was contributing what.

Had a few bugs to fix - it's hard to catch them once you're used to the game. Probably should have had some way to test each hour quickly - without a way to go through the whole cycle of the game, you can't run a six hour playtest over and over.

So, I'm left wondering if I make a game with more action in it, will I get less plays? The next game is kind of a blend - part action (navigating the mazes of a natural landscape), part idle (gardening, again, of course!). In fact you can play the game as you choose, action or idle or a mutually beneficial mix of both. And a story in it!

It's a more ambitious project, having a features budget of around 25. Of course the budgets always get blown out, but I'm at feature 15 so far.

Clicka Lettuce Seed