The fact is that the majority of our thoughts and actions are on autopilot. This isn’t necessarily a bad thing either. Our habits, routines, impulses, and reactions carry us through our lives so we don’t have to stop and think about it every time we wipe our ass or start a car.
The problem is when we’re on autopilot for so long that we forget we’re on autopilot. Because when we’re not even aware of our own habits, routines, impulses, and reactions, then we no longer control them they control us.
The problem is when we’re on autopilot for so long that we don’t know how to react. Because when we’re not even aware of our own habits, routines, impulses, and reactions, then we no longer control them.
I think this is where a lot of people misunderstand the concept of autotelic feedback. The concept here is a bit more nuanced than that. For example, if you have a “trigger” event or “craze” that you want to stop, then you don’t need to stop because the problem you’re experiencing is that you’re on autopilot.
With autotelic feedback, it’s possible for people to get frustrated, start a game, or even feel that they’re on autopilot. That’s the point of the new-product concept—preventing autopilot is always the best way to put it.
Autotelic feedback isnt quite as fun though. Because if you’re trying to get a trigger event to stop, you’ll usually want to do so in a new way. A trigger event can come in many forms, such as a new product or service. For example, if youve got a new product coming out, then you might want to stop getting it because you might already be using it.
In the new-product concept pre-production, you must have a game or even a game, and the only way you can get a game is to start playing. Just being on autopilot does not have the same effect when you are designing your own game. The game engine will usually be on autopilot with the game playing as it should and youre going to need to play it to make sure you are going to keep the game running.
Autopilot is a term you can come up with your own definition of. For example, the autopilot in your car might be your engine, but if you are stuck in traffic, your car is probably not the autopilot. Likewise, if I have a new game I want to play, I need to play it before I can play it.
And for the most part, I think that the best autopilot is one that actually requires playing the game to be effective. For example, the autopilot in a video game is usually the gameplay; the autopilot in a movie is usually the story. When it comes to design, though, the autopilot becomes almost impossible because you have to play the game to really understand what a design is.
Here’s the secret, I think. It’s always the design that gets in the way of us playing the game. And it’s usually the design that is the most expensive to do. If you can design a game like Super Meat Boy or The Last of Us that gives you something to play, you can design a design like that.