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Counterpoint: Player psychology in every video game, ever. If an overwhelming amount of features are presented all at once, most players quit before reaching the "good parts." Cognitive overload. I have watched players literally squawk in distress because an otherwise simple game gave them too much, too quickly.

Hence design strategies now tend towards ultra-gradual tutorialization with areas of instant gratification. Designs relying primarily on player discipline to master the content or make optimal decisions(notetaking, mapping, manual arithmetic) have all but disappeared, leaving those mechanics that allow success to feel intuitive and perpetually within reach.

Once basic mastery appears, something else happens: Players start willingly doing boring, tedious things in an effort to carve out the "last bits" of improvement. Micromanagement, speed-runs, grinding, statistical analysis, etc. The key thing is that these aspects only appear towards the back-end of the game's skill progression, after players already have confidence in prior technique.

And as it happens, the same is true of most technical endeavors - building on the fundamentals is how you grasp more complex stuff.

For me, there's usually a long period of "book study" where I nibble around the edges before I go in and attack a learning problem head-on with lots of practice. This process, though it has some caveats, lets me work from preexisting relationships more easily and adds "insurance" that I can retrieve value from all practice time.



Agreed, but what you describe and what you say you do are not procrastinating.

One observation is that procrastinators are rarely delusional about what they (are not) doing. It's a genuine lack of willpower or a feeling of apathy. Neither of which are symptoms of low skill.




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