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Darrin Thompson
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One counterexample that comes to mind is the slot machine. It doesn't seem to fit your fun constant. Winning is random. Mastery is an illusion. The whole system is perverse and exploitative. Yet the players play and "enjoy" themselves.
Fun: Simple to Explain, Hard to Accept [Constants]
Game developers ask ‘what is fun?’ and academics often answer that fun is seemingly simple but actually fiendishly hard to explain. Everything is potentially fun and trying to encompass it all in one statement is impossible. When any debate becomes so wide, the intent of the original question ...
I thought I read somewhere that Google made compensation info available to all employees. So you know how much your peers and possibly managers make. I can't find the link now.
Also, I think they implemented a kind of automated peer ranking system instead of a traditional review like you described.
I currently work for a very decent company that tries hard to make annual reviews work and mostly fails, IMHO. And I'd consider this a good company. A traditional review every month might work better.
Creating a Business Ideology for my Game Development Company
I had lunch today with some friends of mine who started their own successful game development studio more than a decade ago. I wanted to pick their brains for information to help guide my own recent start-up venture, but since we're friends the conversation topic tended to slew around a bit...
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Aug 11, 2011
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