I also keep an error journal, which I call "The Library of Horrors", so when an error reocurs I can refer to.
I found this necessary because I tend to remember the "oh, this happened earlier..." but not the "... and this is the approach we followed succesfully" that should follow. The information is slotted in my brain, but not accessible unless I have some key reminder.
Also serves as a communication device between my past and future self, and between coworkers. The error-solving information tends to live transiently in your and your coworkers minds, and it is very valuable.
I haven't solved the method to properly identify-and-recalling. I simply save new information per project, per language, etc, with not much thinking. This would clearly be the next point of improvement.
Oh god that brings back memories from when I dared to propose sharing "failure stories" instead of success stories when I was in consulting. The look on people's faces was that rare blend of disdain and horror. We can't fail, how can we share failures? I mean you only learn from each other's successes right?
Also, the intentionality of it being a designed world. Some implicit features are intentionally designed to be messages themselves.
For example, the point of there being close to no technological advance in thousand of years is intentional:
1. Saruman's plan consists on mass industrialization. Beginning in Isengard, but at the end of the books projected even further: globalized. And he is one of the villains!
2. During the millenia that technology hasn't advanced, the elves did rule. Other than the disaster caused by the villains of the story, Tolkien intentionally made the elves not need such technological advance. They had no incentives to, they had enough. Same with the rest of the races.
Those are two are messages Tolkien is telling to the reader. Shallowly described by me, of course.
I also understand this as the reason for the worldbuilding to be so limited and sparse. The world that we find is enough for his vision and messages to get across, and adding anything more would make it repetitive or distracting.
Oh definitely, indeed. "The Machine," as he describes it in his letters, is the real villain... one you cannot even fight in any real way; it's always present and within all of us.
We only get a hint in the stories that Middle-Earth is only one slice of the world at large. Mordor only seems to have diplomatic access to the states and countries outside of Middle-Earth. And he invites their armies to join with his to plunder this resource-rich and relatively undefended realm.
But there is scarcely any mention of these other countries even in the Silmarillion and the other short stories since. They didn't need much detail because the story takes place around the small people standing against the forces arrayed around them.
It's very intentional. Painfully so sometimes, which makes it a bit of a challenging work to enjoy.
When it comes to world-building for telling stories, it seems like "simulating," is a time consuming and possibly fruitless endeavour. Fiction is fiction. Coming up with the salient histories and facts to give your story a sense of time and place is an intentional, designed artifact... and you only need enough to get the point across!
It is absolutely false that this is the single only misstep of this particular person. He is exceptionally well known in the industry, both for his history before Unity, and also during his already 10 years old history in Unity.
This is not an isolated instance, this is not a weird decision that exists in a vacuum.
Your point may be interesting in other cases, but it totally misguided and out of place in this specific case.
Another way to see this case: This is not the first time he does take heavy advantage of his clients, but this is the first time he faces the consequences you can expect of heavily taking advantage of his clients. In other more crass words, this is the first time his clients don't eat his shit big time.
Good to know an overview of the specifics a bit more, thank you!
Just to ensure that I'm hearing you, this guy, the CEO of Unity, managed to rise to that position, while at the same time, consistently making bad choices and treating his clientele badly, for more than a decade? How does that work? As in, how did he manage to be successful if he was so badly behaved?
Would it be impossible to provide a reference article to get a good overview in detail of the events from his history that you mention? I'm fascinated!
BTW -- I love your username! Hahah so positive and lovely! :)
- cross your fingers for a deal with a major (Xbox game pass, Epic exclusivity)
- cross your fingers for a deal with one of the smaller ones that will do proper guidance and marketing (devolver, deck13, new blood, Annapurna, team17, etc)
- cross your fingers for big streamers to dedicate at least a few hours to your game
- make an extremely niche, moated game that will for sure attract a specific fanbase that buys everything on that niche. And cross your fingers that a competitor doesn't launch around the same date.
- make an addictive gachapon filled casual mobile game, and burn money in ads
Only one of these doesn't have you crossing your fingers. (I'm half joking please don't take this too seriously)
I found this necessary because I tend to remember the "oh, this happened earlier..." but not the "... and this is the approach we followed succesfully" that should follow. The information is slotted in my brain, but not accessible unless I have some key reminder.
Also serves as a communication device between my past and future self, and between coworkers. The error-solving information tends to live transiently in your and your coworkers minds, and it is very valuable.
I haven't solved the method to properly identify-and-recalling. I simply save new information per project, per language, etc, with not much thinking. This would clearly be the next point of improvement.