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What Facts Do We Know About The Devs Leaving?


Mycroft

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I strongly suggest Low Pay and bad Management. Any dev who get knowledge of that is quite smart to get out of it as long as possible. If i would code that and seeeeee My Boss is not willing to invest even the tinyest fraction of the millions earned then you know its flogging a dead horse. Leave.This'l lead to nothin.

Question: Why should a company who earned (my guess 50.000.000 Dollars) in selling that game but only investing the least anyhow possible of that in future development of it change the way it runs until it runs ? Business is no Playgarden. ´So whip everything possible out of the devs and pile up the Money in Amsterdam (Netherlands)

Even cute little Green Aliens can be jerks!

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@Sirad - Except that what you describe was not and is not my experience.  So while you are free to 'suggest' all you want, I'll happily counter that with facts.

Fact.  We negotiated our own compensation.

Fact.  We negotiated the hours we were willing to commit to the work.

Fact.  On numerous occasions, we were told to rest, to not work weekends, to take it easy, and in that same conversation, told that certain timeframes were adjustable.

Fact.  There were regular enquiries made to make sure I was happy, not burnt out, asked if there was anything the business could provide that I needed, etc. - in other words, a pretty genuine concern for the welfare of the team.  And pretty par for the course on what I'd expect management to do (I do the same with my own engineering team).  

Fact.  I work precisely the hours I have contracted for.  No more, no less.  It's how I maintain work life balance.

Fact.  These represent a single data point (mine).  But that data point is from someone who has worked with (and continues to work with) Squad since after the 0.90 launch.

Also - note Nestor's relevant facts (quoted)

"Fact: Chris (porkjet) left a few weeks ago in a totally unrelated event. He told me he had a new working opportunity. Not sure why he is listed with the rest of the group.

Fact: Sebastian (sarbian) was invited as a temporal [sic] dev to help fixing bugs until 1.2 was released"

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I gather there was one squad ex-employee who vocalised some fairly strong negative opinions of squad.

We have all met "that guy", it isn't a surprise to anyone that someone dissatisfied with his compnay/job would publicly badmouth them, nor would it be a surprise to find out that his opinions are highly unreliable. Similar could be said for another "that guy", who remains at the company, who posts incessantly positive things about it, regardless of what happens to his colleagues.

But Im a scientist, I can try and look at things objectively. Lets call that one guy a datapoint. 1 strongly negative datapoint.

So then we have Roverdude, his reports and opinions are undeniably, another datapoint, strongly positive.

Its hard to quantify exactly how positive/negative these datapoints are, so to help approach an estimate, we will assume "+1" and "-1".

So let those two datapoints cancel out, for arguments sake. An objective assessment of the reliability of each report cannot be performed at this time.

Now where are we. Not much left in the negative column as far as I know. Im pretty sure I have seen one or two more positive reports, but am uncertain, so lets ignore those too.

So we are at neutral.

 

If we assume neutral, what does the dev "exodus" tell us? It tells us that the business is...running normally, with expected occasional staff turnover. 

That it correlates with deadlines is...obviously to be expected?

 

Unless there are yet more ex-squad employees waiting in the wings to give scathing reveiws, Im not sure what there is to discuss.

Sure, the development process of KSP itself can be debated until the cows come home (my own opinion: its a unique piece of software developed under unusual conditions, taking that into account, along with the quality of the working content, KSP and squad perform admirably), but that is another matter

The matter of the staff exodus (how we were informed, what squad said about it and how it will likely affect KSP) is, in my opinion, pretty ok.

***

The insane conclusions (and certainty!) that some in the community can generate from such sparse data would put a quantum computer to shame!

Edited by Red Iron Crown
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  On 10/12/2016 at 1:10 PM, RoverDude said:

@Sirad - Except that what you describe was not and is not my experience.  So while you are free to 'suggest' all you want, I'll happily counter that with facts.

Fact.  We negotiated our own compensation.

Fact.  We negotiated the hours we were willing to commit to the work.

Fact.  On numerous occasions, we were told to rest, to not work weekends, to take it easy, and in that same conversation, told that certain timeframes were adjustable.

Fact.  There were regular enquiries made to make sure I was happy, not burnt out, asked if there was anything the business could provide that I needed, etc. - in other words, a pretty genuine concern for the welfare of the team.  And pretty par for the course on what I'd expect management to do (I do the same with my own engineering team).  

Fact.  I work precisely the hours I have contracted for.  No more, no less.  It's how I maintain work life balance.

Fact.  These represent a single data point (mine).  But that data point is from someone who has worked with (and continues to work with) Squad since after the 0.90 launch.

Also - note Nestor's relevant facts (quoted)

"Fact: Chris (porkjet) left a few weeks ago in a totally unrelated event. He told me he had a new working opportunity. Not sure why he is listed with the rest of the group.

Fact: Sebastian (sarbian) was invited as a temporal [sic] dev to help fixing bugs until 1.2 was released"

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Noted.

btw, thanks for all your amazing hard work and being willing to put up with **** and being bad mouthed and called a SQUAD toady. There are several people in this thread, who shall remain unnamed, who seem to make irrationality a habit, and constantly revive dead issues even after being explicitly told not to. You just have to ignore those, and rest assured that the rest of the community thinks very highly of you (when your name pops up on a mod, that automatically says quality) and is supportive of you. Don't get discouraged over a few, vocal haters.

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Staff changes with a higher frequency in Mexico and the US than say in western Europe or Japan (where some employees never change the company). (working in an international company gives you some insight in oversee offices) As a consequence, I am not that much worried about a Mexican company having a ridiculously high staff rotation (from a European point of view), but I am a bit worried about 8 people leaving at once. To be fair, we do know that some of those people left in the last weeks but it wasn't announced until now. That might just be bad and/or slow communication - stuff like that happens, even in German companies.

From my side, I'll download version 1.2 some day, test it and wait for my mods to update. And time  will tell in which direction the development goes... I am tense to find out - both - in a positive and a negative sense.

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  On 10/12/2016 at 4:50 PM, something said:

I am not that much worried about a Mexican company having a ridiculously high staff rotation (from a European point of view), but I am a bit worried about 8 people leaving at once.

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This is something that can be the source of precious speculation. All else what comes with it (loss of even more precious knowledge) is just something that will affect the bloody 'Customer' anyway at the end. But, Squad is no Charity at all. So all of those that think of that this we have so beautiful loving community and we are alltogether a big family, huh wake up. Read your License Agreement.

 

If the 'Big Developer Exodus' leads to a better Game then all'll shout Hurray. But for me it has a stinky smell and is in 'middevelopment' even for the usual American Hire-and-Fire Stile no logical decision. And it stinks from both sides.

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As someone who normally doesn't follow these things, I had no idea anything was going on until I saw a Scott Manley video where he discussed some of this. This post is an excellent summary of the situation for someone just trying to figure out what is going on and I just want to thank you for putting it together Mycroft.

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I understand the concerns that the departure of several of the most well known devs (under whatever circumstances you may choose to believe) could have a negative effect of future KSP development through loss of expertise and experience etc.

BUT...   They left the game in a very good state (from what I can tell), several familiar and very experienced devs are still working for Squad, and squad have said that there are more devs working on it too, of which we currently know very little, but that doesn't mean they don't know what they are doing.

ALSO. .. It would appear to me that the devs that left did so on generally good terms with squad.  Which means there could be a fair chance that they may well be prepared to help out again on similar temporary arrangements to those just ended, should the need arise.

Therefore I see very little cause for alarm.  We are all concerned for the future of KSP, and that's no bad thing,  but I don't personally feel as of the end is imminent by a long way.  KSP has matured a lot the last two releases.

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  On 10/12/2016 at 8:28 PM, Stache K said:

As someone who normally doesn't follow these things, I had no idea anything was going on until I saw a Scott Manley video where he discussed some of this. This post is an excellent summary of the situation for someone just trying to figure out what is going on and I just want to thank you for putting it together Mycroft.

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Wow, thanks for joining the minority that appreciates my making of this thread!

I really appreciate it!

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@Stache K, could you perhaps post a link to the Scott Manley video that discussed the Devs departure? If it's the livestream, can you get the approximate time stamp? I will include it in the OP if you can get me this info. 

And with that, I'm off to bed...

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  On 10/13/2016 at 7:52 AM, Mycroft said:

@Stache K, could you perhaps post a link to the Scott Manley video that discussed the Devs departure? If it's the livestream, can you get the approximate time stamp? I will include it in the OP if you can get me this info. 

And with that, I'm off to bed...

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Here you go....

 

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  On 10/16/2016 at 10:18 PM, NSEP said:

There are new devs coming, yet almost nobody in the community notices

Im not really sure if it is a fact, but it feels like it is happending with those new forum users that are Squad Staff.

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Maybe we can get some introductions on Tuesday

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  On 10/6/2016 at 5:27 PM, nestor said:

Hello,

I like the original intention of this post, listing facts and rumors.

I want to add with a few facts that I can confirm with my role as the Game Producer for KSP.

Fact: Chris (porkjet) left a few weeks ago in a totally unrelated event. He told me he had a new working opportunity. Not sure why he is listed with the rest of the group.

Fact: Sebastian (sarbian) was invited as a temporal dev to help fixing bugs until 1.2 was released

Fact: From the remaining 6 devs, 2 were working part time on KSP

Fact: 1.3 is confirmed, there are already devs working on this new version

Fact: Squad has been looking for new devs since june, new people are already working and more are coming

Fact: RoverDude (or any other team member) was not forced to make any comment about this topic

Fact: The team actually grew in comparison to the beginning of the year, even after these departures

 

These are just facts, I am not making any judgement. I was great working with all of them and I wish them the best of luck on their future endeavours.

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Thank you for participating in the communication with the community.

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Thanks for the link @StarStreak2109!

Manley mentions quite some interesting stuff about the devs leaving (particularly from 42:20 to 43:44). Since it’s kinda spread out throughout his video I made a verbatim transcript* with corresponding timestamps of the relevant bits (watch the full video for some entertaining attempts at stock helicopters):

39:00 Scott summarizes the dev departures

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40:30 On the origin of Squad and KSP

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40:55 On public staff leaving and who's left

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42:20 On the management and ownership of KSP

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43:27 On Scott wanting to say more

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45:43 On the difference with Minecraft

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47:18 On continuation of KSP, DLC and consoles

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52:28 On the potential future of KSP

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54:28 On multiplayer

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56:34 On NathanKell and mod development

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*Note, I tried to document what Scott said as closely as possible, but likely there will be some typos and stuff that I missed/misinterpreted.

Edited by Yakuzi
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