Rules systems for humans only work if the humans can break the rules, but we still get the outcomes we designed the system to produce. E.g. speed limits being set to 60% of what we actually want, or drill sergeants being utterly pedantic about facial hair, so that the stuff that really matters (a camara…
Rules systems for humans only work if the humans can break the rules, but we still get the outcomes we designed the system to produce. E.g. speed limits being set to 60% of what we actually want, or drill sergeants being utterly pedantic about facial hair, so that the stuff that really matters (a camaraderie from having a common enemy - the drill sergeant) happens.
I love thinking about this, as it relates to this knowledge-work meta-game we are playing. We LOVE cutting corners, it really is human nature. What corners are we cutting? Did we succeed anyway? Why? Or did we set it up so that the cut corners actually hindered progress?
Computer game makers face this problem all the time. There are always some players are always looking for an edge. How do we make a game that's fun (i.e they succeed at the stated goal) for the folks who play as intended, without giving those game-breaking-edge-seekers an undue advantage?
I love it. Looking forward to more!
Rules systems for humans only work if the humans can break the rules, but we still get the outcomes we designed the system to produce. E.g. speed limits being set to 60% of what we actually want, or drill sergeants being utterly pedantic about facial hair, so that the stuff that really matters (a camaraderie from having a common enemy - the drill sergeant) happens.
I love thinking about this, as it relates to this knowledge-work meta-game we are playing. We LOVE cutting corners, it really is human nature. What corners are we cutting? Did we succeed anyway? Why? Or did we set it up so that the cut corners actually hindered progress?
Computer game makers face this problem all the time. There are always some players are always looking for an edge. How do we make a game that's fun (i.e they succeed at the stated goal) for the folks who play as intended, without giving those game-breaking-edge-seekers an undue advantage?