Only a tiny minority of professional programmers have a clear picture in their minds of how fast modern computers are. 99.9% have next to no idea. How does this affect software that is even conceived? (Ignoring, for a moment, what is actually built, which we know is very slow).
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I think you underestimate the work done at companies like this. My guess is that 75% of projects never get in front of users (because they’re deemed not good enough in some way), and 90% is invisible to users anyway (internal tools, ad delivery/markets, custom work for clients).
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You could call these % lacking productivity but I don’t think so. In game dev most stuff isn’t released, it’s tests to see what works before the final version. Would The Witness really take 5 yrs? Not if you already knew what the final product looked like, but to get there? Yes!
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So what did the Witness ship after 7 years of development? -A custom, high performance game engine -A rich 3D environment and soundscape, built with guidance from real-world architects -Approx. 500 puzzles that require keen awareness of the environment to solve
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What features has Twitter developed in the last 7 years? -Increased character limit for tweets -An objectively worse interface that is hostile to PC users How many employees does Thekla have? Less than 50. How many does Twitter have? More than 3000.
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Your Twitter feature list is incomplete tho — what about changes to ads manager (their actual paying customers), API changes, increased reliability, better analytics, etc.
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I have no experience with Twitter ads, but I spent $15k on Facebook ads and was astonished at how crappy and buggy the ad system was; it was obvious they put most effort into the regular user-facing page stuff.
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I hate the FB ads tool too, but my colleagues who are full time Facebook marketers think it’s pretty good, because they can work super quickly and have very high impact. Also, while $15k might be a lot for many companies, there are lots that spend 10-100x that every month.
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One thing I've learned as a dev is that public facing changes to software represent a tiny fraction of code written.
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Point out elsewhere, but most engineers at big web companies aren't focused on consumer facing site functionality. But also, most engineers at big web companies are kind of terrible programmers compared to the average game dev.
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..but get paid 2-3x more so who's the smarter one here
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2-3x ... in just salary, plus bonuses that eclipse average game dev salaries. One person told me they paid their interns more than he'd ever made as a lead in game dev. They all also tell me they're really, really bored all the time.
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I'm definitely not going to try to claim that the game dev life is "smart" from a physical health or financial standpoint. But neither are most artistic endeavours.
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My guess is that has a lot more to do with business considerations.
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Partly this is due to incomplete data. We were born at the dawn of computing. Do you think that over the next millennia it will remain true that productivity is approaching zero over time? Step changes are powerful, and we've only seen a handful.
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But that only applies to product engineers at those companies. I am at Facebook now and a HUGE portion of the engineers (75+%) work on infrastructure and internal tools. And as the company gets bigger that portion only grows.
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This is a really shallow take. The challenges with getting a platform that has 100s of mlns of users to have X ms response times are non obvious. Think of tagging any user & getting autocomplete with a certain response time. W scale problems that are once trivial become massive
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