
“Not all of Blizzard’s employees took to the intense office culture, such as Andy Weir, a programmer who hated being dropped into the pressure cooker. The day before he left on a weekend trip for which he’d provided weeks of notice, his bosses criticized him for taking off, then demanded that he leave them with a phone number. “Over the course of the weekend they probably called me twenty times,” Weir said. “And I was not an important engineer.” During the game’s final stretch, when everyone was expected to test out the game during their spare time, Weir complained to a colleague that he was sick of doing extra QA work and not getting paid for it. Weir became the target of endless bullying around the office. Colleagues would dismiss him, ignore him, and deride his ideas. “So many people were shitty to me, I have to assume I brought it on myself in some way,” Weir said. He was criticized for delivering inadequate code that broke the game’s launcher, which made things more difficult for everybody. He’d fume: How could he live up to expectations when nobody was mentoring or teaching him? There were no structures in place to help younger employees learn how to fix bugs or write better code. “We were so busy running as fast as we could, there was no culture of mentorship or training,” said Wyatt. Less than a year into the job, Weir was fired for his poor performance. “This was a dream job for me, working at Blizzard,” Weir said. “I was absolutely crushed.” But Andy Weir wound up doing just fine. Two decades later, he published a novel called The Martian, the film adaptation of which would star Matt Damon and earn more than $630 million worldwide.”
― Play Nice: The Rise, Fall, and Future of Blizzard Entertainment
― Play Nice: The Rise, Fall, and Future of Blizzard Entertainment

“When we are guided by real curiosity and a principle of charity, every human problem seems to admit of solution.”
― Making Sense: Conversations on Consciousness, Morality, and the Future of Humanity
― Making Sense: Conversations on Consciousness, Morality, and the Future of Humanity

“We moved to Eugene, Oregon, a small college town in the Pacific Northwest. The city sits near the source of the Willamette River, which stretches 150 miles north, from the Calapooya Mountains outside of town to its mouth on the Columbia. Carving its way between mountains, the Cascade Range to the east and the Oregon Coast Range to the west, the river defines a fertile valley where tens of thousands of years ago a series of ice age floods surged southwest from Lake Missoula, traveling over eastern Washington and bringing with their floodwaters rich soil and volcanic rock that now shore up the layers of its earth, alluvial plains fit for a vast variety of agriculture. The town itself is coated in green, hugging the banks of the river and spreading out up into the rugged hills and pine forests of central Oregon. The seasons are mild, drizzly, and gray for most of the year but give way to a lush, unspoiled summer. It rains incessantly and yet I never knew an Oregonian to carry an umbrella. Eugenians are proud of the regional bounty and were passionate about incorporating local, seasonal, and organic ingredients well before it was back in vogue. Anglers are kept busy in fresh waters, fishing for wild chinook salmon in the spring and steelhead in the summer, and sweet Dungeness crab is abundant in the estuaries year-round. Local farmers gather every Saturday downtown to sell homegrown organic produce and honey, foraged mushrooms, and wild berries. The general demographic is of hippies who protest Whole Foods in favor of local co-ops, wear Birkenstocks, weave hair wraps to sell at outdoor markets, and make their own nut butter. They are men with birth names like Herb and River and women called Forest and Aurora.”
― Crying in H Mart
― Crying in H Mart

“It’s awfully hard to define consciousness. But I’d start by saying that it’s the subjective experience of the mind and the world. It’s basically what it feels like, from the first-person point of view, to be thinking and perceiving and judging.”
― Making Sense: Conversations on Consciousness, Morality, and the Future of Humanity
― Making Sense: Conversations on Consciousness, Morality, and the Future of Humanity
“These Vegas trips became a company tradition for game launch celebrations and staff bachelor parties. Some of Blizzard’s developers considered themselves straight-edge and preferred to stick to the arcades and slot machines, while others were big partiers, unwinding from the stressful development of Diablo and StarCraft with tequila shots and lap dances. When the female employees tagged along, many of the male staffers tried to make them feel welcome. “We looked out for each other,” said Jeffrey Vaughn, who worked in tech support. “It may have been a boys’ club, but at least when I was there, I wouldn’t have called it hostile.”
― Play Nice: The Rise, Fall, and Future of Blizzard Entertainment
― Play Nice: The Rise, Fall, and Future of Blizzard Entertainment
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