I don’t think I’ve ever gone this long without a post! I’m sure my mental space is in rough shape because of it too!
While my kids’ hockey seasons are well underway (started end of August and both play competitive), that is not really a difficult bit to get through. The real challenge is work.
New Project
I was approached in August to provide some experience to a key project that appeared to be struggling. My approach is always focused on getting the emotional state sorted out so that the material items can be tackled. The key players all need to simply vent their frustrations before logic can be applied. Complain first, get it out, then get to work. I basically went on a listening tour.
A few bits came from that exercise. First is that everyone wanted the idea to succeed – a key piece in buy-in. Second, there were some quite significant concerns on the ambition of the plan – sort of like trying to get people on the moon in 3 weeks. Third, the team leading the change did not have the benefit of experience to guide them, which meant they were building and learning at the same time. Overall, there was a sense of confusion / exhaustion, where they were all working super hard but not moving forward like they wanted to.
To be clear, I am no saviour, I have no super powers. I bring experience and a wide network of contacts. My arrival by it’s very nature brings disruption and change. And it’s not like we don’t have enough change all around us anyways, right?
Without getting into the details, the change has had mostly the intended results. Things are being delivered, people are focused, there’s a clear path to success. That’s the good. The less good is the human impact, where some relationships have come under significant strain, if not outright broken. Point one above was about everyone wanting this to work, and it really sucks when there are people issues along the way. There are always people issues, I get that part, but it still sucks. Doubly so as replacing each of them takes some time and the project can’t really afford any delays.
So guess which lucky person gets to pick up the pieces until the right folks are at the table? The great news about networks is that you can often find some friendlies to help you out. There’s a lot of that right now. Every day has a half dozen escalations that need to be managed, which means more people-ing.
All this together adds a level of exhaustion I have not felt in years. It has a ton of impacts outside of work. And clearly, none of this is sustainable.
The good news here is that there’s a large amount of support to make this sustainable, and the recommendations are for the most part, accepted and implemented in very short order. And there are a lot of changes.
Gaming
Most of this has been on pause, or rather extremely sporadic. There are a few though worth noting
Strange Antiquities: A neat puzzle game where inference is key. I like these games as a fun distraction, and it works well on the Steam Deck too. It should be played with a specific accessibility function enabled (auto-label things), and has some margin of replayability. Well worth the entry price.
Hades 2: A GotY candidate, and an improvement in nearly every single regard to the original. I had bought this in EA over a year ago, and many aspects have been improved, quite a few dramatically so. I think there’s more build diversity here as there are more levers and choices present, compared to the first one. Thing thing rocks on Steam Deck. It’s a very, very good ride. Still think Clair Obscur is the best game this year though!
Assassin’s Creed Shadows: I’ve played most of the mainline AC games, and did play Mirage. I also have a love of Ghost of Tsushima, and the larger structure of that game. AC Shadows is, well, it’s ok. Certainly NOT worth the AAA price though. The dual characters work for the narrative but not in the gameplay. Combat is too long, the world is empty, the stories are all fairly identical in execution of entering a base, stealing something or killing someone, and then leaving. The bandits in the wild all use the exact same layouts, which is ridiculous. This game could have been cut by 3/4 and been better for it. I entered the third zone (of 7 I think?) and quit; it was identical to the first and second zones. The bells and whistles (like seasons) are cool, but the core of it isn’t terribly good. Nearly every open world game I’ve played in recent years (including Mirage) has done this better. I feel bad for Ubisoft.
Factorio: The staple! I have opted for a new world with planetary mods. The first time I played Space Age, I applied vanilla design principles. That was a VERY cool experience of learning as I went. The second time was taking the lessons learned from the first playthrough and seeing what I could optimize – my playthrough was about half the duration as a result. This playthrough applies all the lessons learned for a super optimized starter planet (Nauvis) and from there explore some additional moded planets. Each of these is a small puzzle to solve that adds some later functionality. Cerys is first, which is a moon off Fulgora, doesn’t allow you to ship things down, leave, is a frozen ball that needs to be thawed, and has complex construction chains. Quite enjoyable, though I’ll admit the start-up portion is longer than I’d hope.
Next Update
Given the pace of work and lack of free time, curious as to when I can find time for the next post. Hopefully as I progress in my Factorio run. Fingers crossed!