Live data from Hacker News

There are a few things that I look back on as my mistakes in the early days

twitter.com

151–160 of 290 posts

Re: There are a few things that I look back on as my mistakes in the early days

#151

Earlier quoted context omitted.

Many founders/bosses often think that their employees are lazy because they don't work as hard as they do. They usually forget that their employees are usually paid a lot less or have magnitudes less equity. Not everyone owns 15% of the company. I will grind too if I'm paid well enough and the potential reward is worth it.

Yeah, this is my favorite one, the number of CEOs I’ve had tell me that they were frustrated how little everyone else was putting in compared to them while they’ve had hundreds of times of the return is hilarious.

I was VP Eng of a 40+ person team at a startup, and my workaholic CEO once asked me if it bothered me that other people on the team didn't work as hard as me. My answer was very tactful, but noted that in any decent exit, I would walk away with multiples of some of those people, so it made perfect sense that I'd work harder.

Re: There are a few things that I look back on as my mistakes in the early days

#152
post #83

Earlier quoted context omitted.

he had a 41% stake which led to some legal conflict https://www.eurogamer.net/news280905carmacksues

Wow. Can anyone recommend a good write-up on that history? 41%... I suppose these were non-voting shares. Imagine owning nearly half the company and being denied access to company documents.

John Carmack slaved away writing super optimized ground breaking realtime 3d game engine code that created a multibillion dollar industry.

Adrian Carmack mostly took photographs of clay scultures (and in some cases actual plastic toys, in the case of the chainsaw and pistol used in the original Doom), and digitized them in Corel. Something any half-way decent art student could do (not to discount the iconic visual style of Commander Keen and Doom!)

It was Adrian who walked away with 41% of the >100 million dollars company!

Re: There are a few things that I look back on as my mistakes in the early days

#153

The trajectory of id software is interesting. The company was successful, had one of the most prestigious brand in the game industry, was early enough to capitalize on the rise of PC gaming, incredible talents and tech. Yet it didn't transform into a Blizzard or Epic. And it seems that both the early success and stall were the responsibility of one very talented but somewhat obtuse nerd.

> Yet it didn't transform into a Blizzard or Epic.

Now what was that thing about living long enough to become the villain.

Re: There are a few things that I look back on as my mistakes in the early days

#154
post #49

> I pushed everyone too hard. I didn’t appreciate how maturing companies need more slack, and that running people at startup intensity constantly will wear them out. Sounds like wisdom many companies might consider...

Not enough thought goes into safely transitioning from scrappy startup to mature enterprise. Attitudes, culture, and practices have to change. It gets super awkward, and it's a rare CEO that does both well. Practically speaking, I spend a lot of time paying down technical debt incurred during the startup years, and practices are only just maturing to where we're not digging ourselves a deeper hole anymore.

It's a fascinating period to learn to navigate.

It is very rare for a startup leader (usually very hands-on and practical minded) to be able to delegate and think strategically well enough to survive the transition.

Sometimes they even lack breadth in their experience (because, well, their experience was the company's startup phase).

What to do, then? replace them with outsiders? That would not be fair, and it destroys company culture. Leave them be, knowing that they're not up to the task? That's even worse, the people under them will suffer.

It sucks that the most common answer is that eventually there's a crisis, heads roll, corporate suits take over. Thus starts the period where the graph goes up and the product goes down.

Re: There are a few things that I look back on as my mistakes in the early days

#155

Earlier quoted context omitted.

In the original thread Carmack was replying to, Sandy Petersen said Q3 was the only other great game they produced after that: https://xcancel.com/SandyofCthulhu/status/206959226489744192... Honestly I think Doom is where it came together the best, Quake was technically better (of course) but it was not a better game.

Quake was better for multiplayer though. Personally I enjoyed Quake 2 the most. Quake arena was designed for multiplayer but you had to practice with the cheating bots so it was kinda boring.

Quake 2 multiplayer is such a blast. The cat-and-mouse chase fights in that game is what defines the genre of "arena shooter" for me, there's still nothing else really like it.

The campaign has a place in my heart too, even if it's not perfect. A lot of DOOM's level design was predicated on claustrophobic interiors, and when you go "outside" in many levels it feels like a glorified courtyard. From the very first level, Quake 2 pushes hard to create an illusion of environmental complexity that plays very distinct from Quake 1 or DOOM.

Re: There are a few things that I look back on as my mistakes in the early days

#156
post #4

Quake III Arena was pretty entertaining. Doesn't seem like it came from a company that had been ruined for years. I definitely noticed something around the Doom 3 release many years after Quake III Arena. The new game just didn't seem to have the same industry pushing, genre changing energy. Or maybe I was just older and had moved on, and didn't care as much.

Doom 3 was pretty huge of a step forward in many ways and had no competition for being SOTA except for Far Cry (1). I remember that summer as it was when I had my first job and I saved up to buy a GPU. Not just graphics but character acting and animation, interactive world elements, deliberately dramatic scenarios in the levels (Half Life pioneered this, but Doom3 had a lot of really good ones). It was years ahead of…

Doom 3 was SOTA in terms of realtime lighting and shadows, but that's basically it. In terms of visuals, Half-Life 2 with its baked lighting in directional lightmaps (essentially calculating three lightmaps for each surface for lighting coming from different directions, then using those with normal maps during rendering) with radiosity indirect lighting did a much better job with how good environments looked (and it scaled much better than Doom 3 which in lower settings looked worse than Quake 3). Doom 3's character rendering was also subpar compared to Half-Life 2 - let alone character animations mentioned elsewhere (Source/HL2's facial expressions were SOTA for several years after the game was released). Doom 3's physics were also not as complex as HL2's and the game didn't use them much (the expansion did better use of the physics engine and IMO the Grabber feels superior and more seamless in its use compared to the Gravity Gun but the expansion came later and while the Grabber is nice, the rest of the expansion suffered from focusing too much on gimmicks).

In general while Doom 3 has the better (and probably more forward thinking) rendering tech, HL2 also had some very good tech for its time and did a much better use of the tech they had available than Doom 3 did.

That said, personally i enjoy playing Doom 3 much more than HL2 but that is largely because Doom 3 plays more like a traditional shooter with very little scripting / storytelling to get in your way (and the little there is you can ignore it without losing anything) - you just shoot demons, find keycards/PDAs to open doors and that's it for the most part. I often just put it in low volume and play some podcast in the background :-P.

As for Far Cry, the game looked too plastic IMO, i remember playing the game and the characters' muscles had specular reflections :-P.

Re: There are a few things that I look back on as my mistakes in the early days

#158
post #4

Quake III Arena was pretty entertaining. Doesn't seem like it came from a company that had been ruined for years. I definitely noticed something around the Doom 3 release many years after Quake III Arena. The new game just didn't seem to have the same industry pushing, genre changing energy. Or maybe I was just older and had moved on, and didn't care as much.

Doom 3 was pretty huge of a step forward in many ways and had no competition for being SOTA except for Far Cry (1). I remember that summer as it was when I had my first job and I saved up to buy a GPU. Not just graphics but character acting and animation, interactive world elements, deliberately dramatic scenarios in the levels (Half Life pioneered this, but Doom3 had a lot of really good ones). It was years ahead of…

HL2 just on physics wins over Doom 3 any day. It's far superior in every aspect.

Re: There are a few things that I look back on as my mistakes in the early days

#159
Quake was an incredible leap forward in desktop games.

But Sandy Peterson is probably right, saying that it ‘Ruined’ the company - as an artistic creative force anyway.

The breakup of the brilliant and well-balanced ID Software team was caused by the trauma of developing Quake.

Romero and others were forced out or quit. This cut the heart out of the team, despite all of Carmack’s drive and technical brilliance

That is why the next leap ahead in games was not Quake 2 (1997), but Half Life (1998) which was, tellingly, based on the older tech Quake 1 engine

Re: There are a few things that I look back on as my mistakes in the early days

#160
post #28

Earlier quoted context omitted.

Wisdom is not appreciated in our industry. Everyone in tech with a modicum of status or power thinks they got there because they're smarter than everyone else and there is nothing of value to be learned from others. Thus, our leaders blunder in to the same mistakes everyone else is making over and over again. We never learn.

This is so true. It is a direct result of the American dream and the (misdirected) idea that one’s success is a direct (and inevitable) consequence of hard work, talent and intelligence. Flash news: it is not, and success is massively dependent on luck and initial conditions. Dumb, lazy a$$holes with a rich/powerful dad will beat smart, hard working poor bastards almost every time, barring some black swan events. Now…

Not disagreeing with you. Successfull people tend to have IQs between 120 and 135. (citation needed) It makes sense because there are a LOT more people in that range than in the 135+ range. 120-135 is often sufficient. I suspect that something similar on the rich scale. People like Gates, Bezos and Musk were not fabulous wealthy, but they had enough to be able to bet big and take big chances.
Post reply on HN