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Daniel Cook

Daniel Cook

@daniel-cook · 8 positions · On ppll ↗

Game designer and social-systems designer, chief creative officer at Spry Fox and co-creator of Triple Town, Alphabear and Cozy Grove. Has written about game design theory, prosocial multiplayer and the economics of making games at Lost Garden since 2004.

Daniel Cook did not write this page.

We collected these quotes from things they published elsewhere, and every quote links to where it was said. They have no account here and have not endorsed this site. Quotes are word for word; the short line under each one is our own restatement, not their wording. Their own site. Is this you? Claim it or ask us to remove it. Or tell us what is wrong here.

2 of Daniel Cook's claims fit 3 mental models. Most often: Play long games, Second-order thinking, Trade-offs.

Models they name

Their own words name the idea.

Play long games

A longer horizon makes some problems solvable and some short-term wins look like what they are.

Used by 41 others

Extracting time and money from unhealthy users works in the short run and loses them in the long run.

Second-order thinking

  1. Daniel Cook Game designer and social-systems designer You may be able to extract time and money from unhealthy players in the short term. But long term, unhealthy players leave extractive services. A design practice for social systemslostgarden.com · 7 Apr 2023All korrents from this piece
    You may be able to extract time and money from unhealthy players in the short term. But long term, unhealthy players leave extractive services.

Models we see in what they say

Our reading: their claim applies the idea without naming it. The claim is theirs; filing it here is ours.

Second-order thinking

Ask "and then what?": follow a decision past its first effect to the ones that come after.

Used by 88 others

Extracting time and money from unhealthy users works in the short run and loses them in the long run.

Play long games

  1. Daniel Cook Game designer and social-systems designer You may be able to extract time and money from unhealthy players in the short term. But long term, unhealthy players leave extractive services. A design practice for social systemslostgarden.com · 7 Apr 2023All korrents from this piece
    You may be able to extract time and money from unhealthy players in the short term. But long term, unhealthy players leave extractive services.

Trade-offs

Every choice gives something up, so name the cost; and check, because some trade-offs everyone assumes are not real.

Used by 61 others

Closing off the ways people can hurt each other in a shared space also closes off the ways they can befriend each other.

  1. Daniel Cook Game designer and social-systems designer By eliminating the bad aspects of humans interacting, you often also remove many of the good parts. Closed social affordances / Open social affordances in social systems designlostgarden.com · 1 Jan 2023All korrents from this piece
    By eliminating the bad aspects of humans interacting, you often also remove many of the good parts.