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Joined 1 year ago
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Cake day: July 8th, 2023

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  • Yep, it is mostly apparent in big companies I would say. I could go on and on, but basically your work is so disconnected from the final output that what end up actually “mattering” is a bunch of made-up bullshit. Putting in quality work and improving your product/service does not benefit most of the people you interact with directly, unless of course you’re working on the popular thing that will get people promoted.

    Anyways, I also left the corporate world to start my own business. Life is so much easier when all you need to care about is the quality of your work and not political points. I like my hard work to rewards me, and not just some guy spending his days in meetings claiming credit for “his” “initiatives”. Some of those folks would never survive a job that isn’t a mega corp paying them to improv all day in meetings.



  • Elderos@sh.itjust.workstoMemes@sopuli.xyzOuch
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    1 year ago

    Yep, in big studios the big guys making the decisions really couldn’t care less what product is actually being made. They expect X return on investment by Y date, and you better be shipping your game then because ressources are already being reallocated to that bew project that was already in pre-prod as you were finishing the previous one.

    Game devs are also artists in their own way. It sucks for them when a game, sometime one that had lots of potential, gets released in an unfinished state. Your reputation takes a hit, people blame the QA and loot devs, but really the big guys are almost always to blame. More mid-term money that way, less bonus to pay, players still buy the unfinished games, and etc.



  • What you seem to be describing is one big class with lots of responsabilities, and not circular dependency. Personally, I don’t think it is ideal, and I don’t know about your specific case so I could be wrong, but I have never seen a legit case for bloated classes. That being said, making a big class is still much better than splitting it into inter-dependant classes. Classes that know each other are so cohesive that they might as well be the same class anyway.

    To add onto the circular dependency problem, it is not just about readability and cognitive load (though there is some of that), but cyclic dependencies actively break things, and make it much harder to manage the lifecycle of a program. No dependency injection, poor memory management, long compile times. It is a huge hack, and I understand that you think it can be the proper solution sometime, but it is really just a bad thing to do, and it will bite you some day. And I am assuming here that you’re using a language that is friendly, in some languages you won’t even compile past a certain point, and good luck cleaning up that mess.


  • It does not get more complicated to split your example. What gets more complicated is giving all sort of unrelated responsabilities to a single class, simply because it is the path of least resistance.

    In your example, all you need is an extra module listening for configuration changes and reacting to it. This way you leave your context-specific logic out of your data model, no need for cyclic dependency. There are so many downsides to cyclic dependency, to justify it because splitting your logic is “too complicated” really isn’t a strong argument.