Describing problems well may be one of the most important skills an engineer can have.
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DWe1
All systems went through changes and I'm not afraid to change them further along the way. I was interested in video games from a young age and have an interest in how games progressed over the years. I saw a chance to have a somewhat comprehensive experience from the 90's over to the 00's, who knows how long I will keep doing this.
With movies I didn't want to start in the 30's and watch all kinds of esoteric material that is mostly historically relevant, I just want to be entertained with a movie. Also, with movies it feels more satisfying to watch a classic in between other movies, instead of watching only classic after classic, so that's how I designed that system. With video games, I want all experiences to be very good otherwise I will just stop playing. It's just how I consume it and it's quite personal.
Typically randomness adds an exciting factor to the equation so I prefer it over deterministic systems, but video games are an exception here.
I have noticed this and built a system of scarcity in my consumption. I have a "random walk" of movies where I randomly go from one movie to the next based on director, writer, cast, prizes etc. I make sure the walk is not a slog and there is enough good movies that I encounter. That way it's really fun to "hit" a very good movie. It's almost like gambling but then with media consumption. I do that with restaurants/activities too (to a certain extent that I control) with all kinds of subsystems in it that I designed to be fun for myself.
For video games my system is not random, but I will go 20 years in the past and play the major releases of that year. So I'm playing Beyond Good & Evil soon and already look forward to Half Life 2 next year. Makes me hyped but without fail because I know the actual release was a hit.