This distinction between a makers and managers schedule is helpful, in helping me justify both my unproductive stretches at work (it really takes me a while to engage with a hard problem) and why I haven't really worked on my game since I was unemployed. It may be possible to work a non-routine job and create something in the off hours, but I don't think I could do it and sustain life and order. The momentum shifts are too big. Since I came back to this job, I've been mostly on a manager schedule, which is good, (social interaction!) but means I've been really struggling when I end up with a task all of my own.
I think this distinction could also be used to classify games. Civilization can only be played on a makers schedule, for example, which is why I'm trying to switch back to Go.
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respond?
01:11:51 PM,
Wednesday 12 August 2009
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The more austere version, with the Apple ][ zero. _respond?