Larks comments on "Stupid" questions thread - Less Wrong

40 Post author: gothgirl420666 13 July 2013 02:42AM

You are viewing a comment permalink. View the original post to see all comments and the full post content.

Comments (850)

You are viewing a single comment's thread. Show more comments above.

Comment author: Larks 15 July 2013 09:43:09AM 12 points [-]

a half-written computer game doesn't run at all

I realize this does not really address your main point, but you can have half-written games that do run. I've been writing a game on and off for the last couple of years, and it's been playable the whole time. Make the simplest possible underlying engine first, so it's playable (and testable) as soon as possible.

Comment author: CAE_Jones 15 July 2013 10:44:17AM 4 points [-]

In fact, the games I tend to make progress on are the ones I can get testable as quickly as possible. Unfortunately, those are usually the least complicated ones (glorified MUDs, an x axis with only 4 possible positions, etc).

I do want to do bigger and better things, then I run into the same problem as CronoDAS. When I do start a bigger project, I can sometimes get started, then crash within the first hour and never return. (In a couple extreme cases, I lasted for a good week before it died, though one of these was for external reasons). Getting started is usually the hardest part, followed by surviving until there's something work looking back at. (A functioning menu system does not count.)

Comment author: OnTheOtherHandle 25 July 2013 01:59:24AM 2 points [-]

This seems like a really good concept to keep in mind. I wonder if it could be applied to other fields? Could you make a pot that remains a pot the whole way through, even as you refine it and add detail? Could you write a song that starts off very simple but still pretty, and then gradually layer on the complexity?

Your post inspired me to try this with writing, so thank you. :) We could start with a one-sentence story: "Once upon a time, two lovers overcame vicious prejudice to be together."

And that could be expanded into a one-paragraph story: "Chanon had known all her life that the blue-haired Northerners were hated enemies, never to be trusted, that she had to keep her red-haired Southern bloodline pure or the world would be overrun by the blue barbarians. But everything was thrown in her face when she met Jasper - his hair was blue, but he was a true crimson-heart, as the saying went. She tried to find every excuse to hate him, but time and time again Jasper showed himself to be a man of honor and integrity, and when he rescued her from those lowlife highway robbers - how could she not fall in love? Her father hated it of course, but even she was shocked at how easily he disowned her, how casually he threw away the bonds of family for the chains of prejudice. She wasn't happy now, homeless and adrift, but she knew that she could never be happy again in the land she had once called home. Chanon and Jasper set out to unknown lands in the East, where hopefully they could find some acceptance and love for their purple family."

This could be turned into a one page story, and then a five page story, and so on, never losing the essence of the message. Iterative storytelling might be kind of fun for people who are trying to get into writing something long but don't know if they can stick it out for months or years.

Comment author: sediment 21 July 2013 07:33:28PM *  2 points [-]

I submit that this might generalize: that perhaps it's worth, where possible, trying to plan your projects with an iterative structure, so that feedback and reward appear gradually throughout the project, rather than in an all-or-nothing fashion at the very end. Tight feedback loops are a great thing in life. Granted, this is of no use for, for example, taking a degree.