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I guess it makes sense that I am obsessed with Goodhart's Law. It's a paradox at the heart of game design. My bio says "creating elaborate excuses for inherently enjoyable experiences", and Goodhart's Law is about how those excuses will eventually obliterate those experiences.
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an example: "The Ramp" takes away all external motivation, and asks if riding an imaginary skateboard is still fun (it is). Goodhart's Law: avoided! V.S. a game which rewards tricks which are inevitably not quite the most fun to pull off. vice.com/en/article/pkbwx8/the-ramp-is-a-shockingly-small-skateboarding-game
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a classic source of game design trouble is making an optimal strat that is less fun, less rich, than a less-optimal one. that's Goodhart's Law, baby! and it gets worse the more players are rewarded for it. so: an eternal roil of balance patches responding to a shifting meta.
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speed-running is about focusing in at the optimal at the expense of everything else, a great example of focusing on the boring until it becomes interesting again. but speed running communities then recreate these limits, defining precisely what counts as an allowable glitch.