As many have been witness in the last several days, things in the "meat space" to state the phrase, have taken a turn for the worse.
Transmission Start:
Transmission Titled: The Days of Darkness
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As many have been witness in the last several days, things in the "meat space" to state the phrase, have taken a turn for the worse.
The Brand (WWE) has 50 million watching their product in India alone
AEW has beaten the same brand in the UK
Impact Is Larger than Both in the same area.
But each brand can only make five million a week in the US.
Stardom has sold despite those same issues
Demon Slayer has made 200 MILLION in movie theaters and 88 MILLION books sold.
But the ratings for the political events and the campaigns were between 30 to 50 million overall.
More from Game
-39 Seconds- The implication that the PC release was of the quality standard they intended and that's extremely hard to believe. 1/many
Dear gamers,
— Cyberpunk 2077 (@CyberpunkGame) January 13, 2021
Below, you\u2019ll find CD PROJEKT\u2019s co-founder\u2019s personal explanation of what the days leading up to the launch of Cyberpunk 2077 looked like, sharing the studio\u2019s perspective on what happened with the game on old-generation consoles. pic.twitter.com/XjdCKizewq
-49 Seconds- Leadership Team is deeply sorry (not at fault), don't blame any specific teams (hold onto this one)
-1m42s- Describes a process of making the game look great on PC and then backsliding to "Old Gen" despite the game being announced before PS4/Xbox hardware was known.
-2m11s- Describes the old gen disk bandwith as "it is what it is" Considering the game got announced before those consoles even shipped, its absurd that the entire game was built so far beyond their possible constraints. Also, those consoles put out stuff like Tsushima late gen.
-2m19s- "-our testing did not show a big part of the issues
you experienced while playing the game" This is probably the worst part. Despite telling you not to blame any specific team, the test / QA team, somehow didn't discover the issues with the game.
You don't need to have worked in Dev or QA to know that the game was flying apart at every level (even on PC). The idea that the bug nightmare that ended up shipping seen for example here https://t.co/bgDkfQMVku went under the radar of a PROFESSIONAL QA TEAM is ridiculous.
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Like company moats, your personal moat should be a competitive advantage that is not only durable—it should also compound over time.
Characteristics of a personal moat below:
I'm increasingly interested in the idea of "personal moats" in the context of careers.
— Erik Torenberg (@eriktorenberg) November 22, 2018
Moats should be:
- Hard to learn and hard to do (but perhaps easier for you)
- Skills that are rare and valuable
- Legible
- Compounding over time
- Unique to your own talents & interests https://t.co/bB3k1YcH5b
2/ Like a company moat, you want to build career capital while you sleep.
As Andrew Chen noted:
People talk about \u201cpassive income\u201d a lot but not about \u201cpassive social capital\u201d or \u201cpassive networking\u201d or \u201cpassive knowledge gaining\u201d but that\u2019s what you can architect if you have a thing and it grows over time without intensive constant effort to sustain it
— Andrew Chen (@andrewchen) November 22, 2018
3/ You don’t want to build a competitive advantage that is fleeting or that will get commoditized
Things that might get commoditized over time (some longer than
Things that look like moats but likely aren\u2019t or may fade:
— Erik Torenberg (@eriktorenberg) November 22, 2018
- Proprietary networks
- Being something other than one of the best at any tournament style-game
- Many "awards"
- Twitter followers or general reach without "respect"
- Anything that depends on information asymmetry https://t.co/abjxesVIh9
4/ Before the arrival of recorded music, what used to be scarce was the actual music itself — required an in-person artist.
After recorded music, the music itself became abundant and what became scarce was curation, distribution, and self space.
5/ Similarly, in careers, what used to be (more) scarce were things like ideas, money, and exclusive relationships.
In the internet economy, what has become scarce are things like specific knowledge, rare & valuable skills, and great reputations.