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3883 points kuroguro | 1 comments | | HN request time: 0.422s | source
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tomgs ◴[] No.26301216[source]
I'm going to make the valid assumption that someone, at some point, was assigned to fix this. The issue here, IMHO, is why they didn't. It comes down to how complicated it was to fix this from the organizational perspective, and not from the technical perspective. I'll explain.

First, a disclaimer: I have no idea how much Rockstar employees are paid, nor how their workdays look like. I don't know what their team sizes are, where they worked before, or who manages who and in what fashion. I actually don't know anything about the Rockstar engineering organization at all.

I am also not a GTA player (or, more accurately, haven't been since San Andreas came out many moons ago). This is my perspective as someone who has worked for various organizations in his life ( SWE-centered ones but also other, more "traditional" ones too).

We're all familiar with technical debt - it's a well established concept by now. Reducing it is part of the normal workload for well-functioning organizations, and (good) tech leads think about it often.

What isn't talked about as often is the "organizational" debt. Some things are "verboten" - you don't touch them, you don't talk about them, and you run like hell if you're ever assigned to deal with them.

Every large enough company has (at least) one of those. It might be a critical service written in a language nobody in the team knows anymore. Maybe it's a central piece of infra that somebody wrote and then left, and it's seen patch after patch ever since. These are things that end your career at the company if the BLAME points to you after you attempted to fix them.

I have a gut feeling - not based on anything concrete, as I mentioned - that the loading part for GTA Online might be one of those things. If someone breaks the process that loads the game - that's a big deal. No one would be able to play. Money would be lost, and business-folk will come knocking.

So sure, there might be some mitigations in place - if some part fails to load they allow the game to load anyways, and then attempt to fix it mid-fly. It's not black and white. But it feels like one of those things, and so people might have just been running like hell from it for years and years. Teams change. Projects change hands. People leave, more people join. It's life in the industry.

I would be REALLY interested in learning how software orgs deal with these types of behemoths in their projects. I have yet to find someone who knows how to - methodically and repetitively - break these apart when they appear.

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op00to ◴[] No.26305442[source]
> I would be REALLY interested in learning how software orgs deal with these types of behemoths in their projects. I have yet to find someone who knows how to - methodically and repetitively - break these apart when they appear.

I ignore them until a big, big customer complains and threatens revenue, then I scream and scream until it gets fixed.

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1. tomgs ◴[] No.26334486[source]
As one does, I presume...