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	<title>Comments on: Steam Sales and Metaplace Fails</title>
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	<link>http://www.keenandgraev.com/?p=3270</link>
	<description>Keen and Graev bring you their latest PC/Console views, Online Adventures, and more from a unique and refreshing perspective.</description>
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		<title>By: evizaer</title>
		<link>http://www.keenandgraev.com/?p=3270&#038;cpage=1#comment-127487</link>
		<dc:creator>evizaer</dc:creator>
		<pubDate>Mon, 28 Dec 2009 05:06:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.keenandgraev.com/?p=3270#comment-127487</guid>
		<description>And base-building/non-base-building is a false dichotomy, anyway. It&#039;s so abstract as to be useless to us when discussing the quality of the game. We can only classify a game based on it. 

The importance of base-building in an RTS is definitely on a continuum from games like Knucklecracker that are all base-building to games like Myth that involve no conception of a base whatsoever.</description>
		<content:encoded><![CDATA[<p>And base-building/non-base-building is a false dichotomy, anyway. It&#8217;s so abstract as to be useless to us when discussing the quality of the game. We can only classify a game based on it. </p>
<p>The importance of base-building in an RTS is definitely on a continuum from games like Knucklecracker that are all base-building to games like Myth that involve no conception of a base whatsoever.</p>
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		<title>By: evizaer</title>
		<link>http://www.keenandgraev.com/?p=3270&#038;cpage=1#comment-127485</link>
		<dc:creator>evizaer</dc:creator>
		<pubDate>Mon, 28 Dec 2009 05:02:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.keenandgraev.com/?p=3270#comment-127485</guid>
		<description>There are hundreds of RTS games that have completely and utterly failed that have included base-building. Why should a few successes arbitrarily cement a few mechanics into &quot;they obviously work&quot; status? The fact that a game has base-building does not correlate strongly to how fun the game is. You should care about how the game implements base-building, not the mere fact that it&#039;s a part of the game. 

So you&#039;ve started with the overbroad and indefensible premise that &quot;base-building works&quot;. You back up that claim by stating that some games that use base-building have been popular and lauded as good games. You therefore assert that because games have base-building instead of some other system, they are good RTSes--an assertion that you did not actually back-up in any way. It does not follow. You have to show me that base-building itself made these games discernibly better than if they chose some alternative. 

You&#039;re succumbing to &lt;a href=&quot;http://www.thatsaterribleidea.com/2009/12/familiarity-bias.html&quot; rel=&quot;nofollow&quot;&gt;familiarity bias&lt;/a&gt; in a big way.

So:

Popularity does not indicate quality. (Familiarity bias.)

If a game is of high quality and it has a feature X, it does not follow that if a game has feature X then the game will be of good quality. (Correlation does not imply causation... and there&#039;s not even correlation here.)

So you can&#039;t rightly claim that base-building works. You can rightly claim that base-building CAN work (because of Starcraft, etc), but I can rightly claim that non-base-building CAN work as well (CoH and DoW2). Neither of us has the upper hand, then. You can&#039;t demand that people should make new games that use base-building and I can&#039;t demand that people stay away from base-building.

Also, why should a game be &quot;true&quot; to its predecessors? Why can&#039;t a new C&amp;C game be a new game and not just a reskinning of C&amp;C1? Clearly there have been some pretty big changes between the original C&amp;C1 and C&amp;C3. Do you defend all of the old systems with the same ferocity as you defend the abstract notion of base-building? C&amp;C1&#039;s system clearly worked, by your definition, so why should they have changed it at all when Red Alert came out?</description>
		<content:encoded><![CDATA[<p>There are hundreds of RTS games that have completely and utterly failed that have included base-building. Why should a few successes arbitrarily cement a few mechanics into &#8220;they obviously work&#8221; status? The fact that a game has base-building does not correlate strongly to how fun the game is. You should care about how the game implements base-building, not the mere fact that it&#8217;s a part of the game. </p>
<p>So you&#8217;ve started with the overbroad and indefensible premise that &#8220;base-building works&#8221;. You back up that claim by stating that some games that use base-building have been popular and lauded as good games. You therefore assert that because games have base-building instead of some other system, they are good RTSes&#8211;an assertion that you did not actually back-up in any way. It does not follow. You have to show me that base-building itself made these games discernibly better than if they chose some alternative. </p>
<p>You&#8217;re succumbing to <a href="http://www.thatsaterribleidea.com/2009/12/familiarity-bias.html" rel="nofollow">familiarity bias</a> in a big way.</p>
<p>So:</p>
<p>Popularity does not indicate quality. (Familiarity bias.)</p>
<p>If a game is of high quality and it has a feature X, it does not follow that if a game has feature X then the game will be of good quality. (Correlation does not imply causation&#8230; and there&#8217;s not even correlation here.)</p>
<p>So you can&#8217;t rightly claim that base-building works. You can rightly claim that base-building CAN work (because of Starcraft, etc), but I can rightly claim that non-base-building CAN work as well (CoH and DoW2). Neither of us has the upper hand, then. You can&#8217;t demand that people should make new games that use base-building and I can&#8217;t demand that people stay away from base-building.</p>
<p>Also, why should a game be &#8220;true&#8221; to its predecessors? Why can&#8217;t a new C&amp;C game be a new game and not just a reskinning of C&amp;C1? Clearly there have been some pretty big changes between the original C&amp;C1 and C&amp;C3. Do you defend all of the old systems with the same ferocity as you defend the abstract notion of base-building? C&amp;C1&#8242;s system clearly worked, by your definition, so why should they have changed it at all when Red Alert came out?</p>
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		<title>By: Keen</title>
		<link>http://www.keenandgraev.com/?p=3270&#038;cpage=1#comment-127408</link>
		<dc:creator>Keen</dc:creator>
		<pubDate>Sun, 27 Dec 2009 18:48:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.keenandgraev.com/?p=3270#comment-127408</guid>
		<description>Well, base building for one.  It does work.  I can name several games where base building has not only been successful but where the game itself has gone on to be a timeless classic (Starcraft).  Take the Warcraft RTS series.  It&#039;s heralded as one of the best ever made and same for the C&amp;C series.    Why should C&amp;C change it?  I think the burden of explanation falls to those wanting to change something rather than those wanting to keep it the way it is; especially when the model has worked for many years.  That&#039;s what I&#039;m getting at here.  Why the change?  Is it because someone said &#039;Hey let&#039;s change it up&#039;?   Perhaps you can explain why?  You can&#039;t say base building is less popular -- facts point to a vast majority of RTS gamers preferring it.   It&#039;s not making sense.</description>
		<content:encoded><![CDATA[<p>Well, base building for one.  It does work.  I can name several games where base building has not only been successful but where the game itself has gone on to be a timeless classic (Starcraft).  Take the Warcraft RTS series.  It&#8217;s heralded as one of the best ever made and same for the C&#038;C series.    Why should C&#038;C change it?  I think the burden of explanation falls to those wanting to change something rather than those wanting to keep it the way it is; especially when the model has worked for many years.  That&#8217;s what I&#8217;m getting at here.  Why the change?  Is it because someone said &#8216;Hey let&#8217;s change it up&#8217;?   Perhaps you can explain why?  You can&#8217;t say base building is less popular &#8212; facts point to a vast majority of RTS gamers preferring it.   It&#8217;s not making sense.</p>
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		<title>By: Nollind Whachell</title>
		<link>http://www.keenandgraev.com/?p=3270&#038;cpage=1#comment-127396</link>
		<dc:creator>Nollind Whachell</dc:creator>
		<pubDate>Sun, 27 Dec 2009 18:17:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.keenandgraev.com/?p=3270#comment-127396</guid>
		<description>Sometimes you can&#039;t see what&#039;s broken, even though it&#039;s staring you right in the face. That&#039;s because it often takes a radical change of perspective before you can see things that others so blatantly see. Until you willingly or unwillingly change your perspective, you won&#039;t see it.</description>
		<content:encoded><![CDATA[<p>Sometimes you can&#8217;t see what&#8217;s broken, even though it&#8217;s staring you right in the face. That&#8217;s because it often takes a radical change of perspective before you can see things that others so blatantly see. Until you willingly or unwillingly change your perspective, you won&#8217;t see it.</p>
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		<title>By: evizaer</title>
		<link>http://www.keenandgraev.com/?p=3270&#038;cpage=1#comment-127129</link>
		<dc:creator>evizaer</dc:creator>
		<pubDate>Sat, 26 Dec 2009 19:12:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.keenandgraev.com/?p=3270#comment-127129</guid>
		<description>Who determines what isn&#039;t broken? We have to be able to determine what isn&#039;t broken before you can claim that people are trying to fix what isn&#039;t broken. 

Something works in a game when someone thinks it is fun. How do we determine if someone thinks something is fun? We can ask them, but they will almost definitely misattribute what makes a certain aspect of a game fun. Sometimes you have fun not because the game does much work to evoke fun, but instead because you are in the proper mood and you&#039;re thinking about the game in a way that makes it fun. Some people can have fun doing mundane tasks like sorting cards--does that mean that sorting cards works as a game or a mechanic?

People enjoy mechanics that others consider broken. And sometimes fixing a mechanic breaks another because the entire system integrates poorly.

Unless you can tell me what exactly needs improvement and what works, you can&#039;t tell me what kind of changes are &quot;bad&quot; innovation.</description>
		<content:encoded><![CDATA[<p>Who determines what isn&#8217;t broken? We have to be able to determine what isn&#8217;t broken before you can claim that people are trying to fix what isn&#8217;t broken. </p>
<p>Something works in a game when someone thinks it is fun. How do we determine if someone thinks something is fun? We can ask them, but they will almost definitely misattribute what makes a certain aspect of a game fun. Sometimes you have fun not because the game does much work to evoke fun, but instead because you are in the proper mood and you&#8217;re thinking about the game in a way that makes it fun. Some people can have fun doing mundane tasks like sorting cards&#8211;does that mean that sorting cards works as a game or a mechanic?</p>
<p>People enjoy mechanics that others consider broken. And sometimes fixing a mechanic breaks another because the entire system integrates poorly.</p>
<p>Unless you can tell me what exactly needs improvement and what works, you can&#8217;t tell me what kind of changes are &#8220;bad&#8221; innovation.</p>
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		<title>By: Keen</title>
		<link>http://www.keenandgraev.com/?p=3270&#038;cpage=1#comment-126918</link>
		<dc:creator>Keen</dc:creator>
		<pubDate>Sat, 26 Dec 2009 02:40:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.keenandgraev.com/?p=3270#comment-126918</guid>
		<description>I&#039;m willing to have a discussion about base building and non-base building.  I would like it to be more than blanket statements.  Maybe we can pick a certain aspect or a few things at a time to break down and really get into the heart of the issue

&lt;i&gt;&quot;Starting from scratch and trying to make a game that is unique (i.e. innovation for its own sake) is a great way for game designers to get out of their comfort zone and produce something that aggressively explores and opens up the space of possible game rule combinations.&quot;&lt;i&gt;

I actually am in favor of this.  I see nothing wrong with making an entirely different game or type of game or attempt at something.  What I have a problem with is when a developer takes something that has worked well one way and radically alters it.  Incremental innovation is often a much better thing.

&lt;i&gt;&quot;There are also some problems with classing certain game mechanics as attempts at innovation–sometimes “innovation for innovation’s sake”-seeming stuff arise in systems constructed from the ground up independent of past experience (i.e. perhaps the designer didn’t know about a game that has a similar mechanic).&quot;&lt;/i&gt;

Some, yes.  I do agree that I can&#039;t rail on everyone who makes something new that happens to just be a twist on something else or a perceived change of one thing to something worse.  

I&#039;d like to clarify something quickly before you go and make a blog entry.  

My problem is more with &quot;Change for the sake of change&quot; and/or it being passed off as innovation than it is with straight up innovation.  

When someone is actually truly innovative, I don&#039;t think any of us can argue that it is bad for them doing something a new way.  I take issue with attempting innovation -- attempting to innovate on something or change the way something is done -- when there really isn&#039;t a need or when it&#039;s being done simply because they want that facet of their game to be &quot;new and improved&quot;. 

It goes back to trying to fix what isn&#039;t broken.  I don&#039;t think this is anything new.  I don&#039;t take credit for being the origin of this way of thing.  However, I strongly feel that people are starting to forget or stop caring about this concept.  Why change what works?  What not add to or come up with an entirely new concept instead of changing what works?  

I hope for us to be able to communicate clearly with as little tension as possible.  Discussion over debate or argument is my preferred method.</description>
		<content:encoded><![CDATA[<p>I&#8217;m willing to have a discussion about base building and non-base building.  I would like it to be more than blanket statements.  Maybe we can pick a certain aspect or a few things at a time to break down and really get into the heart of the issue</p>
<p><i>&#8220;Starting from scratch and trying to make a game that is unique (i.e. innovation for its own sake) is a great way for game designers to get out of their comfort zone and produce something that aggressively explores and opens up the space of possible game rule combinations.&#8221;</i><i></p>
<p>I actually am in favor of this.  I see nothing wrong with making an entirely different game or type of game or attempt at something.  What I have a problem with is when a developer takes something that has worked well one way and radically alters it.  Incremental innovation is often a much better thing.</p>
<p></i><i>&#8220;There are also some problems with classing certain game mechanics as attempts at innovation–sometimes “innovation for innovation’s sake”-seeming stuff arise in systems constructed from the ground up independent of past experience (i.e. perhaps the designer didn’t know about a game that has a similar mechanic).&#8221;</i></p>
<p>Some, yes.  I do agree that I can&#8217;t rail on everyone who makes something new that happens to just be a twist on something else or a perceived change of one thing to something worse.  </p>
<p>I&#8217;d like to clarify something quickly before you go and make a blog entry.  </p>
<p>My problem is more with &#8220;Change for the sake of change&#8221; and/or it being passed off as innovation than it is with straight up innovation.  </p>
<p>When someone is actually truly innovative, I don&#8217;t think any of us can argue that it is bad for them doing something a new way.  I take issue with attempting innovation &#8212; attempting to innovate on something or change the way something is done &#8212; when there really isn&#8217;t a need or when it&#8217;s being done simply because they want that facet of their game to be &#8220;new and improved&#8221;. </p>
<p>It goes back to trying to fix what isn&#8217;t broken.  I don&#8217;t think this is anything new.  I don&#8217;t take credit for being the origin of this way of thing.  However, I strongly feel that people are starting to forget or stop caring about this concept.  Why change what works?  What not add to or come up with an entirely new concept instead of changing what works?  </p>
<p>I hope for us to be able to communicate clearly with as little tension as possible.  Discussion over debate or argument is my preferred method.</p>
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		<title>By: evizaer</title>
		<link>http://www.keenandgraev.com/?p=3270&#038;cpage=1#comment-126673</link>
		<dc:creator>evizaer</dc:creator>
		<pubDate>Fri, 25 Dec 2009 05:07:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.keenandgraev.com/?p=3270#comment-126673</guid>
		<description>OK. We can simply disagree here. I would like to have a discussion about the virtues of base-building, but you don&#039;t seem to be up for it. 

I&#039;m going to make a larger post about innovation for innovation&#039;s sake later on my blog (maybe in a few days). In short, I am not convinced that blind innovation is categorically bad. Starting from scratch and trying to make a game that is unique (i.e. innovation for its own sake) is a great way for game designers to get out of their comfort zone and produce something that aggressively explores and opens up the space of possible game rule combinations. There are also some problems with classing certain game mechanics as attempts at innovation--sometimes &quot;innovation for innovation&#039;s sake&quot;-seeming stuff arise in systems constructed from the ground up independent of past experience (i.e. perhaps the designer didn&#039;t know about a game that has a similar mechanic). You don&#039;t have to address my argument here if you don&#039;t feel like it. I&#039;m not intending to spill that conversation into this thread.</description>
		<content:encoded><![CDATA[<p>OK. We can simply disagree here. I would like to have a discussion about the virtues of base-building, but you don&#8217;t seem to be up for it. </p>
<p>I&#8217;m going to make a larger post about innovation for innovation&#8217;s sake later on my blog (maybe in a few days). In short, I am not convinced that blind innovation is categorically bad. Starting from scratch and trying to make a game that is unique (i.e. innovation for its own sake) is a great way for game designers to get out of their comfort zone and produce something that aggressively explores and opens up the space of possible game rule combinations. There are also some problems with classing certain game mechanics as attempts at innovation&#8211;sometimes &#8220;innovation for innovation&#8217;s sake&#8221;-seeming stuff arise in systems constructed from the ground up independent of past experience (i.e. perhaps the designer didn&#8217;t know about a game that has a similar mechanic). You don&#8217;t have to address my argument here if you don&#8217;t feel like it. I&#8217;m not intending to spill that conversation into this thread.</p>
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		<title>By: Keen</title>
		<link>http://www.keenandgraev.com/?p=3270&#038;cpage=1#comment-126664</link>
		<dc:creator>Keen</dc:creator>
		<pubDate>Fri, 25 Dec 2009 04:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.keenandgraev.com/?p=3270#comment-126664</guid>
		<description>@evizaer: I&#039;m not saying that base building is superior.  I simply said I like base building more.  I also said that I don&#039;t see why a base building game should be changed to a non base building game.

Base buildings adds another layer.  If you don&#039;t like that layer then I won&#039;t fault you for liking a more straight forward approach.  I think a true RTS game needs base building.  That&#039;s how I prefer them.  I don&#039;t feel like buildings are &quot;unimportant things&quot; -- they create your units, provide you with upgrades, increase pop cap, etc.  

I&#039;d rather not have a heated argument with you when ultimately we each like different things and that&#039;s all there is to it.  Go to my original post.  You won&#039;t find me saying that non-base building games are bad.  I simply think C&amp;C4 going that route is a bad idea (I will say that I like them less and think there is less to them, but that&#039;s an opinion and not up for debate).  C&amp;C is an original RTS base building game.  It works.  It shouldn&#039;t be changed.  

Now if we shift gears to the innovation discussion (which I&#039;ve had many times) all I&#039;ll say is that I disagree with those who think that all innovation is good.  I would go as far as to say that it is factual that not all innovation is good.  My opinion on the matter is that we should not innovate just for the sake of saying &quot;hey look, we&#039;ve changed&quot;.  I think innovation is necessary when something doesn&#039;t work or you want to do something better -- or find a different way to do something.  The creative process should always be alive, but I do not believe that, when it comes to gaming, we should always be trying to expand vertically to &quot;the next newest thing&quot;.  Sometimes things are better left alone.</description>
		<content:encoded><![CDATA[<p>@evizaer: I&#8217;m not saying that base building is superior.  I simply said I like base building more.  I also said that I don&#8217;t see why a base building game should be changed to a non base building game.</p>
<p>Base buildings adds another layer.  If you don&#8217;t like that layer then I won&#8217;t fault you for liking a more straight forward approach.  I think a true RTS game needs base building.  That&#8217;s how I prefer them.  I don&#8217;t feel like buildings are &#8220;unimportant things&#8221; &#8212; they create your units, provide you with upgrades, increase pop cap, etc.  </p>
<p>I&#8217;d rather not have a heated argument with you when ultimately we each like different things and that&#8217;s all there is to it.  Go to my original post.  You won&#8217;t find me saying that non-base building games are bad.  I simply think C&#038;C4 going that route is a bad idea (I will say that I like them less and think there is less to them, but that&#8217;s an opinion and not up for debate).  C&#038;C is an original RTS base building game.  It works.  It shouldn&#8217;t be changed.  </p>
<p>Now if we shift gears to the innovation discussion (which I&#8217;ve had many times) all I&#8217;ll say is that I disagree with those who think that all innovation is good.  I would go as far as to say that it is factual that not all innovation is good.  My opinion on the matter is that we should not innovate just for the sake of saying &#8220;hey look, we&#8217;ve changed&#8221;.  I think innovation is necessary when something doesn&#8217;t work or you want to do something better &#8212; or find a different way to do something.  The creative process should always be alive, but I do not believe that, when it comes to gaming, we should always be trying to expand vertically to &#8220;the next newest thing&#8221;.  Sometimes things are better left alone.</p>
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		<title>By: evizaer</title>
		<link>http://www.keenandgraev.com/?p=3270&#038;cpage=1#comment-126644</link>
		<dc:creator>evizaer</dc:creator>
		<pubDate>Fri, 25 Dec 2009 02:48:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.keenandgraev.com/?p=3270#comment-126644</guid>
		<description>And, regarding base-building:

&quot;Base building only adds to a game. It does not detract.&quot;

It &quot;adds&quot; to a game in the sense that there is more to click in order to make technology advance. And that there are more unimportant things to destroy in order to win. 

&quot;Go watch a Starcraft tournament on youtube and tell me if you don’t see battling for strategic locations such as expansion points. You’ll see more battling over locations, more combat, and yes even base building on top of all of that.&quot;

All that battling over &quot;strategic locations&quot; would still occur without base-building (see DoW2, CoH). And it would be more intricate and tactically interesting battling because the game designers can expect the player to pay attention to the battle and not be distracted by micromanaging their economy for a marginal resource gain.

I&#039;ve watched at least 50 professional Starcraft matches and have yet to see how they do anythign to prove that base-building is superior design-wise to focusing more on combat.

&quot;Sometimes I think people just hate what they can’t do well. It’s quickly coming to that these days.&quot;

Ad hominems don&#039;t improve your case so don&#039;t bother with them.</description>
		<content:encoded><![CDATA[<p>And, regarding base-building:</p>
<p>&#8220;Base building only adds to a game. It does not detract.&#8221;</p>
<p>It &#8220;adds&#8221; to a game in the sense that there is more to click in order to make technology advance. And that there are more unimportant things to destroy in order to win. </p>
<p>&#8220;Go watch a Starcraft tournament on youtube and tell me if you don’t see battling for strategic locations such as expansion points. You’ll see more battling over locations, more combat, and yes even base building on top of all of that.&#8221;</p>
<p>All that battling over &#8220;strategic locations&#8221; would still occur without base-building (see DoW2, CoH). And it would be more intricate and tactically interesting battling because the game designers can expect the player to pay attention to the battle and not be distracted by micromanaging their economy for a marginal resource gain.</p>
<p>I&#8217;ve watched at least 50 professional Starcraft matches and have yet to see how they do anythign to prove that base-building is superior design-wise to focusing more on combat.</p>
<p>&#8220;Sometimes I think people just hate what they can’t do well. It’s quickly coming to that these days.&#8221;</p>
<p>Ad hominems don&#8217;t improve your case so don&#8217;t bother with them.</p>
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		<title>By: evizaer</title>
		<link>http://www.keenandgraev.com/?p=3270&#038;cpage=1#comment-126633</link>
		<dc:creator>evizaer</dc:creator>
		<pubDate>Fri, 25 Dec 2009 02:32:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.keenandgraev.com/?p=3270#comment-126633</guid>
		<description>@Keen

“Example: Cultures and societies are destroyed by innovation.”

I assume that the commenter who quoted that quoted it correctly. Your anti-innovation arguments seemed to be based off of what you learned from some professor about cultures, from what you&#039;ve said in this comment thread.</description>
		<content:encoded><![CDATA[<p>@Keen</p>
<p>“Example: Cultures and societies are destroyed by innovation.”</p>
<p>I assume that the commenter who quoted that quoted it correctly. Your anti-innovation arguments seemed to be based off of what you learned from some professor about cultures, from what you&#8217;ve said in this comment thread.</p>
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