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Lostgarden

Personal blog · lostgarden.comgamesdesignwriting

Lostgarden is a personal blog at lostgarden.com about games, design and writing. Since 2007, 94 different Hacker News readers have linked it 126 times, most often “Eight basic rules of productivity very well nailed”. It is still writing: the last post was on 2025-05-24, and you can follow it by feed.

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126mentions?
13recommend?
94HN people?
2007–2025first – last linked?
Links on Hacker News per year · peak 24 in 2010

Sometimes recommended · 13 of 40 sampled comments recommend it?

Why HN links it

HN readers cite Lostgarden for Daniel Cook's essays on productivity and long hours, game mechanics and design, and platform strategy, most often the 2008 'Rules of Productivity' presentation.

Recommended for · 13 comments
Commenters call a 'nice presentation' and an 'excellent essay' good, 'a good take', 'worth reading', 'a gem', 'a great presentation', and one says it is the bes

Summarised by Claude from a sample of 40 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.

You've found a rare treasure trove of readable, thoughtful essays on game design theory, art and the business of design. Recent Posts Popular Posts All Posts

Most-linked posts?

  1. Eight basic rules of productivity very well nailed
    14 people · 17 mentions · first linked 2010-06-23
  2. Autumn of Indie Game Markets
    5 people · 5 mentions · first linked 2016-11-18
  3. The Game of Platform Power
    4 people · 4 mentions · first linked 2011-03-18
  4. Rules of Productivity
    4 people · 4 mentions · first linked 2008-09-29
  5. How to achieve greater productivity of teams
    4 people · 4 mentions · first linked 2008-09-28
  6. Ribbon Hero turns learning Office into a game
    3 people · 5 mentions · first linked 2010-09-21
  7. Nintendo's Genre Innovation Strategy (2005)
    3 people · 4 mentions · first linked 2011-08-11
  8. /2007/02/rockets-cars-and-gardens-visualizing.html
    3 people · 4 mentions · first linked 2008-05-19
  9. Visualizing the Creative Process
    3 people · 3 mentions · first linked 2010-08-17
  10. Improving Bug Triage with User Pain
    3 people · 3 mentions · first linked 2008-05-20

What Hacker News says?

  1. wpietri · 2019-08-22Recommends
    I think that'd definitely wrong. Some kinds of coding do benefit from lack of interruption, so that's can be an argument for very focused work. But one way coding is different than, say, factory work or service work, is that our errors accumulate. It takes just seconds to put a bug in, but hours or days to take it out again. So anybody working long enough to get tired will very quickly hit diminishing returns. There…

    Comment linking /2008/09/rules-of-productivity-presentation.html

    on “Preindustrial workers worked fewer hours than today's (2009)”
  2. Submitted Steambirds: How handcrafted levels prevent game design iteration as a story · 81 points

    HN discussion
  3. barbs · 2014-04-21Recommends
    At first I thought the name was a bit misleading. It looked more like a how-to on visual effects than underlying mechanics. But then I saw the linked page, and it gave a pretty decent definition of Game Mechanics: http://www.lostgarden.com/2006/10/what-are-game-mechanics.ht...

    Comment linking /2006/10/what-are-game-mechanics.html

    on “Game Mechanic Explorer – examples for game mechanics, algorithms, and effects”
  4. Submitted Loops and Arcs as a story · 66 points

    HN discussion
  5. wpietri · 2014-01-18Recommends
    Yeah, that was the same reaction I had. I also long ago stopped believing that 80-hour engineering weeks are much more productive than 40-hour weeks. For one week? Sure. Two? Maybe. Months? Nope! Definitely not better, probably worse. (Why is a long answer, but for one take, this is good: http://www.lostgarden.com/2008/09/rules-of-productivity-pres... But even if none of that human-factors stuff were true, I'd still…

    Comment linking /2008/09/rules-of-productivity-presentation.html

    on “Success at Work, Failure at Home”
  6. Submitted Fixing the Turn-based Strategy genre as a story · 56 points

    HN discussion
  7. That's exactly what has been found, as cited on another comment in this discussion: http://www.lostgarden.com/2008/09/rules-of-productivity-pres... The cited research claims total overall productivity of working 60 hours a week starts showing a deficit to working 40 hour weeks, after about 4 weeks.

    Comment linking /2008/09/rules-of-productivity-presentation.html

    on “The Post-YC Slump”
  8. Submitted How to achieve greater productivity of teams as a story · 46 points

    HN discussion
  9. "At the end of a YC batch, the general consensus among the partners is that about 25% of the companies are on a trajectory that could lead to a multi-billion dollar company. Of course, only a handful of them do. Most go on to be decent or bad." "You have to keep up a high level of intensity for many, many years." Don't take this the wrong way /u/sama, but could it be that perhaps business models are the problem and…

    Comment linking /2008/09/rules-of-productivity-presentation.html

    on “The Post-YC Slump”
  10. Submitted Using Game Mechanics To Teach Users MS Office as a story · 38 points

    HN discussion
  11. I have no doubt that determination and enthusiasm are positively correlated with both success and with working long hours. However, as a rational skeptic, I've yet to see evidence that working long hours has a causal relationship to success. However, there is evidence to suggest an inverse relationship may exist. Furthermore, hazing is effective in building solidarity, and people are generally more likely to retroac…

    Comment linking /2008/09/rules-of-productivity-presentation.html

    on “"Any time you have worked long hours, it is a sign of a broken process."”
  12. Submitted Failing Fast - 'finding the fun' in a design as a story · 23 points

    HN discussion
  13. They have enough cash to not work on a brink of bankruptcy[0] all the time – Valve has great working conditions too. [0]: http://www.lostgarden.com/2015/04/minimum-sustainable-succes...

    Comment linking /2015/04/minimum-sustainable-success.html

    on “Video Games Are Destroying the People Who Make Them”
  14. Submitted Visualizing the Creative Process as a story · 22 points

    HN discussion
  15. Both— > We turned on a new enforcement system yesterday that took user feedback much more heavily into account. —and— > My apologies for the suddenness of the action. The numbers were high enough to cause a real loss of trust in applications, which can impact the entire platform. —remind me of this talk, well worth reading: http://www.lostgarden.com/2011/03/gdc-2011-game-of-platform-... It's openly biased toward the…

    Comment linking /2011/03/gdc-2011-game-of-platform-power.html

    on “Facebook autobot going berserker ”
  16. Submitted Lost Garden: Flash Love Letter (2009) Part 1 as a story · 15 points

    HN discussion
  17. Here's a meta-citation for you: http://news.ycombinator.com/item?id=971708 In short, Henry Ford did experiments in his factory and decided that 40h/week was optimal. Unfortunately, this figure has stuck, even though newer research indicates that for knowledge work and creative work, less than 40 is more appropriate. (35-40 suggested by these slides: http://www.lostgarden.com/2008/09/rules-of-productivity-pres... )

    Comment linking /2008/09/rules-of-productivity-presentation.html

    on “I own you, and you're easily replaceable.”
  18. Submitted Minimum Sustainable Success as a story · 12 points

    HN discussion
  19. As a matter of fact, freely usable Tyrian gfx are also available at that blog :) http://www.lostgarden.com/2007/04/free-game-graphics-tyrian-...

    Comment linking /2007/04/free-game-graphics-tyrian-ships-and.html

    on “Mining a 1993 game design for innovative game mechanics”
  20. Submitted Building a Princess Saving App: How to Build Learning and Fun into Your Applications [pdf] as a story · 11 points

    HN discussion
  21. Resources which helped me get started: "Challenges for Games Designers" by Brathwaite & Schreiber. This was by far the most helpful, as it laid out a process of finding & refining fun game ideas. "Game Feel" by Swink. Examines why jumping feels better in Super Mario than Donkey Kong, why Street Fighter feels the way it does, etc. This way of breaking down & examining mechanics was eye opening and can be applied to o…

    Comment linking /2006/10/24/what-are-game-mechanics/

    on “Ask HN: Recommend resources that helped your game dev journey?”
  22. Submitted An assessment and overview of creating flash games as a story · 10 points

    HN discussion
  23. wpietri · 2013-06-04Recommends
    Another good take on long hours in software is here: http://www.lostgarden.com/2008/09/rules-of-productivity-pres...

    Comment linking /2008/09/rules-of-productivity-presentation.html

    on “Watch a VC use my name to sell a con (2011)”
  24. Submitted Improving Bug Triage with User Pain (2008) as a story · 9 points

    HN discussion
  25. This presentation has been around for a bit and points to actual research: http://www.lostgarden.com/2008/09/rules-of-productivity-pres...

    Comment linking /2008/09/rules-of-productivity-presentation.html

    on “How GitHub Works: Hours are Bullshit”
  26. Submitted Nintendo's Genre Innovation Strategy as a story · 9 points

    HN discussion
  27. Yeah I agree, I think it kind of relates to this: http://www.lostgarden.com/2010/08/visualizing-creative-proce... Where basically if you don't experiment and then cull, you'll end up too constrained and never find "the good stuff."

    Comment linking /2010/08/visualizing-creative-process.html

    on “Bad Habits that Crush Your Creativity and Stifle Your Success”
  28. Submitted Rules of Productivity as a story · 9 points

    HN discussion
  29. I would be amazed if it were sustainable for even that long. My recollection is that it's a couple of weeks before productivity ends up back where it would be if you were just working reasonable hours. And then you rapidly descend into less and less productive states. (There used to be a great presentation with linked research about this here [1], but their website seems shaky.) I think it's an especially bad idea a…

    Comment linking /2008/09/rules-of-productivity-presentation.html

    on “Dr. Elon and Mr. Musk: Life Inside Tesla's Production Hell”
  30. Submitted Learning from Touring Bands: Game business model suitable for other businesses too as a story · 9 points

    HN discussion

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