Put Your Face in It: How Gaming Helped Me Understand My Dog
npr.org
npr.org
Most games and software is not designed like this. Either they assume that users know what they are doing and will happily let them kill their characters or corrupt their files—even if the user had no clue that this is what they were really telling program to do—or they restrict the user so much that the safety net becomes obvious.
If I want to just screw around, the game should let me. I think that's why I like Minecraft and Cities: Skylines so much.
I think one way to create a face putting safe community (physical or virtual) is to allow anyone to safely propose actions but only let these actions effect the world if other community members agree. PR based workflows sort of fit this model. As a new programmer, I should be able to safely submit garbage PRs while learning without actually hurting anyone, and if my code does get merged and it breaks something then it's the community that failed. There are roleplaying communities that also work like this: users can only state their actions and not the effect of their actions, which are determined by the people effected. Of course learning and history also has to be considered. That first garbage PR is understandable, but if I keep submitting garbage PRs without learning then there's something wrong.
As a horse owner, I have to get this. You have to have a reasonable understanding of horse minds to deal with half-ton animals at close range. "Talking with Horses", by Henry Blake, is perhaps the best book on that.