The Magic of 2 Blocks or 1 Line

Do you know what authors do when the have a writer’s block?

They commit to write one line every day.

Why and how does it help?

Making small commitments (for example running 2 blocks every day) - lower the hurdle to actually do it and stay consistent. The goal of running just 2 blocks hepls you getting out of the door at all.

But the best thing about it is something different:

More often than not you will end up running longer than just those 2 blocks - as you realize that you feel good today, you have some more minutes left, you actually enjoy running on this beautiful day.

Our authors will end up writing more than that one scrapy sentece most of the times. They finish that thougth, add that bridge connecting two ideas or simply rearange a couple of paragraphs to make sense of all those words.

The impact of that commitment is a so much bigger than just that one line of text.

It get you one step closer and helps you forming a habit.

Why so much drama about habits?

“We are what we repeatedly do. Excellence, then, is not an act, but a habit.” 
— Aristotle

Or let me put this into perpespective for you:

What differnece does it make to put a tiny brush into your mouth for 2 minutes? NONE!

But doing this consitently twice a day, every single day for decades will make the difference between keeping your smile or losing your teeth. Same thing with that healthy lunch break or that 3 mile jog in the evening… that is why habits matter.

But forming those kind of positive habits always start with that tiny commitment.

Best of luck with your lines, runs, calls, meals, tasks, …

Your m

anonymous asked:

What is the point of Sonic even having the ability to grind besides being product placement for a brand of shoes that's been discontinued for literally a decade now (and that's being extremely chairtable, since for all intents and purposes Soap was DOA by 2005). Like, least they could do is add a Tony Hawk style balance meter to grinding and make it a minor challenge than just "watch the ad for shoes that don't exist anymore"

The answer here is to look at how grinding is used in other games. Games like Sunset Overdrive, Ratchet & Clank, Infamous, and Jet Set Radio. With the exception of JSR, grinding in those other games isn’t really there to build a score. It has more utility than that.

I think that, at its core, grinding is there to simplify everything. It’s sort of like scripting, in a sense – the player often doesn’t have to worry about steering or even really acceleration in some of these games, you just hop on a grind rail and go. It boils player input down to mainly just timing your jumps really well and maybe changing lanes, if there’s more than one rail. It also provides an extra layer of mobility – instead of giving a game a climbing mechanic, you can let them use grind rails for ascension (this is what Jet Set Radio Future and Sunset Overdrive seem to do). 

But I think it’s generally there because “temporarily removing specific layers of player input” is totally a thing video games do to challenge players. It’s like in Half-Life 2: Episode 2; you spend the first 30-60 minutes of that game only having the gravity gun. You can’t physically shoot anything with bullets, you have to exclusively rely on physics manipulation or covering fire from Alyx. For everything up to this moment you’ve almost always had at least a pistol, and now you have to work within a new limitation.

Grind rails don’t often give you control over forward or backward, left or right. You’ll be lucky if there’s a way to forcibly slow down. And, often, the challenge of limiting controls like ends in the reward of being able to access a place you normally cannot get to any other way.

That’s game design. Whether or not modern Sonic games contain game design could be a subject of debate for some.