I really was (kind of) inspired by this talk:
In short: Cursed problems vs. hard problems.
Ex.:
1.: Large open world - quality of content: is a hard problem. Solution is possible, but with a lot of work.
2.: Pokemon go: Play whenever, wherever - don't play, while driving: is a cursed problem. Solution is not possible (any restriction for security reasons would violate the first promise).
I liked the image, that a cursed problem is like an eldrich god in your ocean and the only way to calm him is to offer him your babies.
My question:
The old image of the "starving artist" and the consequent problems seem to manifest themselves within the still growing gaming industry, more than ever. While there is huge potential for innovation within the medium, the urge for endless monetization creates "shallow" content or really terrible working conditions("crunch"). Is the conflict between honest, artistical work and the survival of the artist a cursed problem?
PS: I know, this is no short and sexy question...but maybe interesting.