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There’s an idea in game design regarding interactions and choices. It was originally brought to my attention when I was an avid player of the Vs. TCG. Every decision you make is a chance to make a wrong decision. Vs. as a game had several different phases in a single turn and, in each of those phases, there are a lot of different decisions that can be made. Characters, equipment, locations and resources are brought into play during the recruitment phase; typically you want to play the highest cost character you can as a character’s power increases roughly logarithmically with its cost; if you can’t play the highest cost character, you’ll have to decide how to split your available resources during recruiting to make the best of a non-optimal situation. Characters are arranged in the preparation phase; if characters are able to attack, be attacked, reinforce/support other characters depends on how they’re arranged. Attacks take place during the attack phase; the optimal order of attacks will depend on the arrangement of attacking characters *and* order of defending characters to be able to remove support away from vulnerable characters first, then attack through those vulnerable characters for maximum damage. During the recovery phase, if any of your characters became stunned during combat, you can choose one of them to recover and the rest get KO’d. If it sounds like the game is complicated, you’re a good judge of descriptions. I’ve not even gotten into the specifics of combat (when to play Plot Twists; powering up; activating abilities; etc.) just the high level game play. If you make a mistake early on in the game (play the wrong character; arrange in the wrong formation; attack in the wrong order; used extra cards during combat you might need later) it is a mistake that could lose you the game due to that decision (took more damage from an attack than you should; had an extra character get stunned that you could not recover; or the converse of both of those). Because there are so many decision points during the game, that’s a lot of opportunities to make the wrong decision. Part of the appeal of Vs was, to a large extent and given equally matched deck builds, the better player would win the game because they would make fewer mistakes. Inevitably it didn’t really matter how many correct decisions you or your opponent made, the game would come down to who made more mistakes and when. The challenge of the game (and a lot of the fun) came from how well you could play and how many bad decisions you could avoid. What’s good in a game is horrible in a production computing environment. When I’m making a modification to a system, my ideal method for doing so is to not make any decisions during the process. I follow a documented procedure, preferably using a script to perform the change and the post-change validation. The script(s) is(are) run using some automation tool and done in a “one -> many -> all” procedure where the changes are validated in an incremental fashion before rolling out across an entire infrastructure. Every time I type on a keyboard, that’s an opportunity for making a mistake. There are many websites and plenty of horror stories admins can tell you over drinks about typing ‘sudo rm *’ in the wrong directory; rebooting the wrong box; installing an upgrade to a package that should have worked but didn’t; or any other number of unforeseen complications that caused what should be a routine change to go horribly awry. I’ve got a few stories of my own I’m not proud of, but which I will definitely bring up during any sharing of “disaster porn” stories. But I’ve also got the story of increasing server capacity for the FoxNews and USAToday websites on 9/11 and how neither of those sites needed to go to a stripped down front page due to the quick reaction, standard procedures and automation framework we had in place. I’ve got the story of rolling out RAM upgrades to 800+ servers over two nights without a single site impact. I’ve got stories of things going right and they’re the ones I’ll also tell along side the time I stopped up to 1.3 million people from being able to send e-mail. Making choices is fun as long as you make the right choice. Making the right choice is much easier when you’re planning things ahead of time instead of doing it on the fly while systems are down, customers are impacted and senior VPs are on a bridge asking for status updates. You should always make your mistakes early, often and in a way that you’re able to avoid when you eventually promote them to production. That way you have plenty of time to go make mistakes playing games and not running your site.