How I Saved the Gaming Industry
Jamie found a nifty blog entry where indie game designer Jeff Vogel writes about game engine and art re-use. He is criticized for not rewriting his core engine for a decade. It's an amusing little rant with thoughts that actually might apply to anyone working in engineering.
Most people will dismiss this idea out of hand, saying that I don't know anything about the realities of the business. And they are probably right. I'm just a dumb, little nobody. But I am running a profitable game company. But Electronic Arts and Activision (the company that owns Blizzard!) are losing bazillions of dollars.
Maybe you should pay yourself $15 million a year and then hire a bunch of middle management and pay them more than the developers that do all your actual work. Be sure to insulate yourself from any actual work. That's when you can be considered "in the know" about the gaming industry or more specifically "in the money laughing as consumers suffer through your titles." Then you too can siphon off funds while your company languishes in the red just like the big guys.
My work here is dung.
I was going to post my blog entry on how I single-handedly saved the porn industry.
I, for one, know what it's like to try to save an entire industry as well.
Before I arrived here as BadAnalogyGuy, I saw Slashdot sinking quickly into an ugly morass of old car analogies.
I try to bring a broader perspective to Slashdot analogy making. And I like to think that I've been successful so far.
It's a tough job, but god knows if left to your own devices, you slashbots would simply keep talking about cars and roads.
Corporate America.
I'm surprised the shareholders aren't out in the streets with pitchforks.
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You also wouldn't have to eat Kraft dinners.
Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.