There are two kinds of people in this world: those who want to get things done and those who don´t want to make mistakes.
John Maxwell
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There are two kinds of people in this world: those who want to get things done and those who don´t want to make mistakes.
John Maxwell

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Success = Never Give Up + Fail Fast.
Our mantra for year 2015 is âFail Fastâ, and I have been thinking of applying this mantra in my day-to-day software development life.
Fail Fast, Fail Often
Fail Fast, Fail Often
Fail Fast, Fail Often Ryan Babineaux dan John Krumboltz menjelaskan dalam bukunya Fail Fast Fail Often: âHow Losing Can Help You Winâ, bagaimana kekalahan atau kesalahan bisa menuntun kepada kemenangan. Selaras dengan Megan McArdhe dalam âThe Up Side of Downâ, why failing well is the key to success.Ini semacam paradox yang membagongkan? No,⌠ini trully bener-bener right, koq.Many people thinkâŚ
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my first foray into pottery. i love it.

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A Computer Science portal for geeks. It contains well written, well thought and well explained computer science and programming articles, quizzes and practice/competitive programming/company interview Questions.
Failures are inevitable. Fail Fast to Succed Sooner . Affirmation 100 repeats ( boy/girl synt voice )
Listen on Audius :Â https://audius.co/epicaffirmations/fail-fast-to-succed-affirmation-309537
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Ideas the come from anywhere, any person and can appear in any moment, you think about something which at first it seems great, and you start working on it, any maybe the results are great or not, we never know before we try, but what happens when this âideaâ, comes from the game itself?
Well, this is what this video talks about it, while developing a game ideas are executed and we never know 100% what outcomes they will have, and with this some great things can happen, while seeing these outcomes you may discover things in your game that may be even more fun than the design you were aiming for, and this video advice you to listen to your game and âfollow the funâ.
Following the fun means that you see something in your game you really like, and than you start to turn your efforts in maximizing this fun because maybe that could be the part that stands out from your game, even though it was not made on purpose.
I think that this is a good philosophy, because many times I had face myself trying to get âmy designâ work in the game even though I had something right in front of my face calling for my attention, maybe it was just a very simple little detail from the game, but it was really fun just to play with.
What are your thoughts in about this philosophy, do you agree with, or have you faced some situation like it in some project you have worked on?