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The price of taste is rejecting most of what you make

Taste isn't ineffable. It's a ratio.

It's the ratio of work you make to work you ship. Higher ratio (more rejected, less shipped) = more taste. Lower ratio (more shipped, less rejected) = less.

Most people have inverted this. They ship most of what they make. They call it productivity. Their work fills feeds, fills inboxes, fills space, but doesn't compound, because the average quality is too low to be worth circulating.

The good operators write five drafts and ship one. They make ten product variations and ship the version that is worth defending. They generate twenty ideas and act on two.

The cost of taste is the work nobody sees you make. The drafts you didn't publish. The features you didn't ship. The products you killed before launch.

If your output is everything you've made, your taste is downstream of your output volume. That's the wrong direction.

Three things I run on every project:

Make more than you'll ship. Three drafts. Five variants. Ten options. The act of generating more raises the floor of what you'll choose from.

Reject ruthlessly. The hardest skill in any creative discipline is killing the work that's almost good enough. Almost good enough is the enemy.

Ship only the version you'd defend in a hostile room. If you couldn't, why are you putting it in front of strangers?

This is uncomfortable because the rejected work feels wasted. It isn't. It was the price of the kept work being better.

You don't pay for taste with talent. You pay for it with the work you didn't ship.

Ship less. Make more.