The aim of this game is to create an environment of doing. In the first place there were points, but I went against it after getting acquainted with Deci's work and will continue so.
My greatest achievements were identifying two major weaknesses: failure to focus on one project and ego involvements manifesting as a barrier that stopped a project moving forward (composed of being happy with what I had done and frustration with further tasks - both ego driven).
I believe that the fear side of things has been dealt with by using a Pixel Grid approach, but I still find that I could do more. There is still space for a tool, token, superpower or whatever to help cut to the chase and get stuff done.
Two things to consider:
- time wasters
- elimination of ineffective tasks (and quests)
Planning for productive time vs leisure with the family vs full time work will force eliminating ineffective tasks (because very limited time will be available) and then the list of enemies will help identify them as they approach so that I could avoid or kill them.
To do:
- create a budget for time
- start a reference of enemies
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