April Fool’s Day is a great example of how agreeableness acts as a blocker on creativity. Only on the day where wild and silly things are socially accepted do companies try aggressive changes to their products that might make them a lot better, as the social cost of change becomes lower.
For instance, Path of Exile’s battle royale mode started out as an April Fool’s joke. People liked it so much they constantly asked for it to be brought back over 3 years.
Agreeableness is one of the traits in the big five personality index. This is a statistically derived survey-based personality assessment tool devised by psychologists over the past few decades.
It can be divided into two subtraits: compassion and politeness. The compassionate are more likely to empathize with people, to care about their feelings, to be concerned for them, to want to be connected with them and affiliate with them emotionally. Politeness refers to the tendency to avoid aggression, to not exploit people, to not take advantage of them, and to respect things like social rules and norms, as well as authority more generally.
Recently I got in trouble over saying the n-word. Yes, that’s right. More specifically, I said that I had a generally positive view on them, but gamers currently don’t take kindly to folks with these newfangled fancy ideas ‘round these parts, so this kind of pushback isn’t unexpected. What was surprising was that, like in ‘em good ol’ days, I even got called an “n-word lover” by this here boy what calls himself ‘DANDEE L’OREO’:
I’ve been following crypto since 2012 and I first got interested in it mostly for academic reasons. It was an interesting development in computer science and I followed it somewhat closely for a couple of years. I feel like I have a fairly good understanding of it, but I’ve been really on and off about paying attention to further developments since like 2014-2015, so if anything I say here is wrong, please feel free to correct me and I’ll update the post.
Eventually I want to make an MMO. I’ve already sort of described it here but that idea will probably change significantly over the years. What won’t change is the fact that successfully running an MMO is both a massive technical and social undertaking.
I’m constantly working on improving the technical side of things by just programming a lot, but the social part of it is harder to practice because you actively need a community of people to manage, and until now I didn’t have such a thing.