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adaptation

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    Paradox & Proof Entry #0166

    The reason abundance produces the feeling of scarcity

    Satisfaction is computed against a reference point, and the reference point moves with what is available. More can therefore leave the sensation unchanged.

    Adept
    The hidden part #0166

    Enough is measured against a baseline that is rebuilt from present conditions, so improvement moves the standard with it.

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    Progress Systems Entry #0638

    Why a levelling system resets your sense of what is enough

    Each new tier quickly becomes the baseline you take for granted, so the level that once felt like an achievement soon feels like the floor.

    Novice
    The hidden part #0638

    Every tier becomes the floor. The pleasure of climbing fades into the baseline, so “enough” always sits one level up.

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    Reward Loops Entry #0606

    The reason free-to-play games give the best drops first

    The opening hour showers you with rare rewards. Their real job is to set a baseline the rest of the game will spend weeks failing to meet.

    Adept
    The hidden part #0606

    The generous first hour is not a gift. It is the yardstick every later hour will be measured short against.

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    Scent Marketing Entry #1074

    The reason a disliked scent is changed slowly, not at once

    A sudden scent shift alerts the nose to a change and triggers suspicion, so the blend is adjusted in steps the brain cannot detect.

    Master
    The hidden part #1074

    Change the scent overnight and the nose sounds an alarm — change it over weeks and the nose never wakes.

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