In that, I agree with you. Tbh it sounds almost socialist: The government pays a lot of money to employ lots of workers in really good jobs, with only a pretty modest amount of overhead (money earned by the investors of the contractors).
And then that stimulates the economy further as those people all spend that money, and the government gets a bunch of bombs and fighter jets out of the deal.
Introvert doesn't mean one doesn't enjoy socializing, just that one needs quiet down time to recharge from it. Extroverts tend to be energized by socialization. It's also not always so cleanly binary, either.
I really hate that introversion gets conflated with social anxiety or misanthropy on the internet.
well, and I dislike that people feel the need to desperately label themselves with some affliction. At some point you're just pretty close to the center of the bell curve.
I'm not sure if you're talking about me self-labeling myself as "introvert" earlier, or specifically about the comment you replied to and the "social anxiety or misanthropy" parts, but I don't see either "extrovert" or "introvert" as any sort of afflictions, more like preferences.
I'd agree "hate" is a strong word and maybe a bit exaggerated, I hope at least.
I'm a staff eng and have 1:1s with other managers I don't report to and my peer staff/principle engs in other reporting chains and they are some of the most valuable meetings I have to keep connected with what other teams and the rest of the organization is doing, what's going well, what they might need from me, pain points, initiatives, etc. And of course just to build and maintain rapport across the org, which absolutely pays dividends.
I do these less frequently than with my direct manager, but still on a regular cadence, typically once a month or every other month.
Sounds very similar to The Heroes Journey, which was a heavily modified EverQuest emulation server that got destroyed in court by Daybreak Games, the current owners/operators of EQ.
THJ was sort of like arcade mode EQ and became wildly popular (relatively, for such an old game) and started making real money off donations and in-game transactions. They likely flew too close to the sun by making money off it, but it demonstrates that there is real creative opportunity with these old IPs if only given the chance. See also the rise of classic and progression servers for the likes of EQ & WoW, which also started as a community emu effort but have now been officially launched and monetized by the IP owners.
And now Daybreak is launching their own THJ-alike but without any of the community goodwill so we'll see how that goes.
You've never had a manager or product person take estimates, even clearly communicated as low confidence or rife with unknowns, as gospel truth? Lucky you.
Engineer: “It will take me two days [of work].” Sales:”We will have your fix ready in three calendar days [today + 2].”
Actual work that week gives employee 3 hours of non-meeting time, each daily meeting adds 0.5 hours of high-urgency administrative work. Friday’s we have a mandatory all-hands town halls…
Repeat that cycle for every customer facing issue, every demo facing issue, and internal political issue and you quickly drive deep frustrations and back talking.
I think there’s a fundamental truth: no one in their right minds, not even motivated engineers, actually hears anything but calendar when getting “days” estimates. It’s a terrible misrepresentation almost all the time, and engineers do a disservice when they yield to pressure to deliver them outside the broader planning process.
Project schedules should be the only place that time commitments come from, since they’re informed with necessary resource availability.
QA and SDET has been gutted as a role more or less industry-wide over the past 10-15 years. Nobody in charge cares about quality. Devs doing their own QA is like Boeing doing its own FAA certifications. Even with the best of intentions it's a setup for failure.
Yeah a lot of QA teams weren't the best, but the solution isn't to get rid of them it's to hold them accountable and improve them. But that takes effort and costs money, easier to just cut them and shift more responsibilities onto devs. The results are predictable.
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