Firstly we defined busywork as a long task that is difficult to fail and required near to none mental input. Therefore these tasks are not stressful or taxing but rather lengthy. It is somewhat an occupational therapy, being repetetiv, trivial and boring. A counterexample whould be games like chess where it is imperativ to pay attention continously.
Further questions that we encountered were:
How can we differentiate between busywork and grinding?
Is busywork satisfying or unsatisfying?
What is the goal of busywork, is the player forced to do it and does it only prolong the game?
We finally decided to group _trial and error_, grinding and busywork in a subtree named _repetition_.
Related Changes
(01.04) Init tags busywork, trial and error to root
(06.04, TAG ITERATION A-Z) Group busywork, trial and error to parent busy work
(06.04, TAG ITERATION A-Z) Add new tag grinding to parent busy work
(14.04, TAG ITERATION A-Z) Append parent busy work from root to problem solving techniques
(15.04, TREE ITERATION I) Rename parent busy work to repetition
(15.04, TREE ITERATION II) Add new tag practicing to repetition
01.04.2024 Discussion
Further questions that we encountered were:
Related Changes
Example Games