[HN Gopher] Getting to 2M users as a one woman dev team [video]
       ___________________________________________________________________
        
       Getting to 2M users as a one woman dev team [video]
        
       Author : vinnyglennon
       Score  : 562 points
       Date   : 2024-12-17 13:53 UTC (9 hours ago)
        
 (HTM) web link (brightonruby.com)
 (TXT) w3m dump (brightonruby.com)
        
       | quesera wrote:
       | > Nadia Odunayo is the founder and CEO of The StoryGraph, the app
       | that helps you to track your reading and choose which book to
       | read next based on your mood and favorite topics and themes.
       | 
       | https://thestorygraph.com/
        
       | jumperabg wrote:
       | Pretty nice, 1 dev 3 team members in total and 1 million users?
       | Are there any other products with such a small team and a huge
       | userbase?
       | 
       | Does this scale and when the business requires more coding and
       | technical debt comes how do they manage it?
        
         | skizm wrote:
         | Instagram and WhatsApp (pre-acquisition) were both pretty
         | legendary for how small their teams were vs how many users
         | their apps had. Instagram had 13 employees, and WhatsApp had 55
         | employees at the times of their sales.
        
           | julianeon wrote:
           | In Instagram's case I think it was very clear they were
           | "borrowing from the future": they were accumulating a lot of
           | technical debt and continuing to pile it on. It was not
           | sustainable. The goal was to either hire more or get
           | acquired. When the latter happened, the codebase quickly
           | benefitted from the work of many more Facebook engineers.
        
             | swiftcoder wrote:
             | Borrowing from the future is exactly what a VC-funded
             | startup is _supposed_ to do. If you aren 't borrowing from
             | the future, you're probably wasting your initial VC
             | investment.
        
               | sangnoir wrote:
               | > Borrowing from the future is exactly what a VC-funded
               | startup is supposed to do
               | 
               | That's too broad, the hope is you're borrowing from a
               | point in the future when you're able to pay the debt. If
               | you borrow too much, or from a point too close to the
               | present - though it's hard detangle those 2, then you may
               | fail to scale at a critical time such as positive press
               | attention or going viral, because you're paying down tech
               | debt. From the article: if it had taken 6 months to fix
               | their importer instead of the 2 weeks it did, the product
               | may have died.
        
         | cactusplant7374 wrote:
         | Basecamp has always been a good example of that.
        
           | tptacek wrote:
           | Basecamp has a full-sized team and has for many, many years.
        
             | cactusplant7374 wrote:
             | It's about the ratio. Employees to users. And the profit
             | per employee is quite high.
        
         | insane_dreamer wrote:
         | Pinboard probably
        
           | burkaman wrote:
           | Pinboard peaked at about 30,000 users:
           | https://x.com/Pinboard/status/1810893626274128048/photo/1
        
             | dowager_dan99 wrote:
             | ha! kind of funny to read the comments in this thread and
             | see this at the top of the Pinboard website:
             | 
             | Notice (Dec 13): code cleanup continues; please keep
             | reporting bugs to support@pinboard.in
        
               | tptacek wrote:
               | Why?
        
             | insane_dreamer wrote:
             | Fair point. But they were 30K _paying_ users, which is a
             | huge difference. What's the free-to-paying users in a
             | service like the OP's?
        
         | insane_dreamer wrote:
         | While not as tiny, Craigslist has a huge user base all over the
         | world and still has less than 50 employees total (not just
         | devs). IMO it's the poster child of being able to scale
         | worldwide while keeping the product highly focused, highly
         | operational, and avoiding feature and technical fluff.
        
           | vanviegen wrote:
           | From what I can tell, craigslist is not really a player
           | outside of the US. Just about every country seems you have
           | its own 'craigslist'.
        
             | dowager_dan99 wrote:
             | really even regionally. In Canada i've seen geo popularity
             | across Kijiji, Craigs List, FB Marketplace, domain-specific
             | communities with markets
        
             | insane_dreamer wrote:
             | While it's true that most countries have their homegrown
             | version by now, I've used Craigslist myself in other
             | countries, and it does have enough of a presence that it's
             | actually maintained in over 50 countries which is no small
             | feat.
        
               | input_sh wrote:
               | I just checked the Croatian version and it has a total of
               | 5 things listed for sale and 3 jobs.
               | 
               | Needless to say, there's a far more popular local
               | alternative that basically every person in Croatia knows
               | about (njuskalo.hr).
        
               | nolito wrote:
               | Well, they are present in Denmark. I only managed to find
               | a single item - an expensive apartment.
               | 
               | In Denmark the place to go is dba.dk or facebook
               | marketplace.
               | 
               | Checking the portugese version - its 3 items in Lisbon.
        
           | insane_dreamer wrote:
           | Another interesting point is that Craigslist has $10-20M
           | revenue / employee (depending on the numbers you read),
           | compared with Apple at $2M/employee (maybe nVidia has more
           | these days, but not consistently)
           | 
           | And it has a founder who gives away most of his money instead
           | of joining the monetize-everything-billionaire-$$hole club
           | 
           | (No affiliation with Craigslist; just like Craig's story,
           | much like I do Nadia's).
        
         | grog454 wrote:
         | > Are there any other products with such a small team and a
         | huge userbase?
         | 
         | My game Nebulous was 1.5 devs (one full time one part time) and
         | multiple millions of MAU. 9.5 years later it's still going
         | well.
         | 
         | > when the business requires more coding and technical debt
         | comes how do they manage it
         | 
         | Delete bad code. Replace with good code. Sounds simple enough
         | but in my experience at mega and mid corps, step 1 is almost
         | never done. Whether that's because of ego or chasing local
         | optima I'm not sure - probably a mix of both.
        
           | cbm-vic-20 wrote:
           | It's due to fear. Fear of breaking something that may depend
           | on that bad code. Test automation rarely covers every
           | possible case, and nobody wants to be on the hook when some
           | code changes cause other stuff to break.
        
             | shadowgovt wrote:
             | And for all of the benefits of process, I have never met a
             | level of documentation, verification, or testing that
             | matches the advantages of having the entire code base
             | originating from one mind.
             | 
             | Generally this is not tractable because it cannot scale.
             | But there are certain applications where it scales fine.
        
               | mattgreenrocks wrote:
               | I don't think we need nearly as many devs as we think. We
               | do need someone who is taking a hardline approach on
               | limiting the amount of scope tackled at once, and then
               | fewer devs that are downstream of that.
               | 
               | It is hubris to think that every problem admits the same
               | solution, namely, throw as many devs as we can at it and
               | hope for the best. But business isn't really known for
               | being reflective.
        
               | swiftcoder wrote:
               | > Generally this is not tractable because it cannot scale
               | 
               | The real question here is scale in terms of what? Because
               | a lot of folks are out here trying to scale
               | people/careers, not software.
               | 
               | It's extremely noticeable at BigCorps. Why do we need to
               | scale this project from 3 -> 30 -> 300 developers?
               | Because that's the number of reports to promo from
               | Manager I -> Manager II -> Director
        
             | mritchie712 wrote:
             | it's always fear for me. I'd rather leave it commented out
             | for a decade or so to be safe.
        
               | Feathercrown wrote:
               | I'm a monster, I see code that's been commented out for
               | more than 2 months or so and nuke it unless I know it's
               | needed. We have Git, it'll be fiiine
        
               | johnmaguire wrote:
               | Right. The only time I sometimes leave a commented out
               | line of code is if it's temporarily broken and will be
               | uncommented soon; or if it's by-far the most obvious way
               | to do something, but does not work for some reason, and
               | then there's a comment above about why not above.
        
               | astrospective wrote:
               | I bring this up in PRs, as I know with my own experience
               | I don't always mean to commit it commented out, sometimes
               | it was just for testing, or it should have been deleted
               | after I was done refactoring.
        
               | devjab wrote:
               | I never understood commenting out code when you have
               | version control. I get why people do it, I've done it
               | myself and then two days later been confused which of the
               | 3 commented out function was actually the most recent.
               | It's infinitely more clear from the version control since
               | the history is there for you to zoom through.
        
               | block_dagger wrote:
               | I think a lot of devs prefer the hover-to-blame feature
               | in their IDE vs searching through history on GitHub.
        
               | wink wrote:
               | You would find it if you knew it was there.
               | 
               | I only leave it commented out because it has a reason
               | (they all say that, right?).
               | 
               | I suppose the best way would be to provide a meaningful
               | comment "This is the place where 15 lines of coded
               | finally found their resting place, deleted after the bug
               | they solved was eliminated elsewhere".
               | 
               | But in reality, I've never seen a single of the "we could
               | find it it in git" ever actually find it in git.
        
               | devjab wrote:
               | Well yes, but you're not leaving commented out code for
               | anyone other than you. A "sane" git structure will
               | automatically decline your pull request if it contains
               | commented out code.
               | 
               | I say "sane" because I know a lot of places probably
               | allow you to do it. You really don't want to pollute a
               | code base like that though.
        
               | swiftcoder wrote:
               | > It's infinitely more clear from the version control
               | since the history is there for you to zoom through
               | 
               | Only if you already know it is there. There is like...
               | zero history discoverability built in the git. and git's
               | historical search story is pretty bad too.
        
               | devjab wrote:
               | Well, who other than you would need to know about your
               | commented out code? I'm not suggesting you keep the
               | commented out code as part of your git history, that
               | would never be allowed through a pull request. The
               | changes will be there in the history though, I doubt
               | you'll need to go back for them, but you could.
        
             | atomicnumber3 wrote:
             | That, and most orgs simply do not reward or even pretend to
             | care about these kinds of improvements. If you delete bad
             | (but working) code, and replace it with good (and, let's
             | assume best-case scenario - also working) code, what has
             | actually changed for the business?
             | 
             | Nothing. Except that in 3 years the junior dev that gets a
             | ticket about doing something in this area will come in and
             | not notice the code isn't a dumpster fire. Or, in 3 years,
             | you won't notice that you didn't have to optimize this code
             | a year ago.
             | 
             | What they do notice is that you were insisting on working
             | on some mumbo jumbo and ok good they're done now they can
             | actually work on something useful. Haha aren't these devs
             | quirky? Sometimes they take a few days and work on
             | something weird, and all the other senior devs nod and
             | salute solemnly and I'm too scared to ask for more details,
             | but they don't usually take too long so let's just indulge
             | them for a few days to keep them happy so they don't leave
             | too.
             | 
             | It takes a very, very deeply engineering-first org to
             | really cultivate this intentionally. And similarly it seems
             | like succeeding as a startup requires at least a decent
             | amount of shipping some shit code fast so you get a series
             | B, so usually you don't start in this posture and never
             | shift into it before it's far too late.
             | 
             | And also unfortunately, devs often _do_ spend time
             | optimizing/refactoring personal pet peeves as opposed to
             | things that might have a good chance of mattering. I once
             | saw another senior dev spend a week optimizing string
             | allocations on our hot path. Our owner loves people who can
             | do this kind of stuff, so it got a lot of praise. The
             | microbenchmarks looked great, pretty graphs. Users noticed
             | nothing, the actual metrics we track literally did not
             | change, and now the already-complicated hot path is
             | decorated with some contorted string-allocation-avoiding
             | warts here and there and the next person to go in and
             | change the code is _definitely_ going to keep doing that
             | pattern, for sure. Meanwhile our oauth flow is still a
             | tortured, unloved, twisted writhing mass of pain and
             | suffering that prints bug reports like CVS receipts.
             | 
             | So... extraordinarily difficult to intentionally cultivate
             | a culture that does this judiciously.
        
               | BubbleRings wrote:
               | You should write a book on this stuff.
        
               | block_dagger wrote:
               | One of the most rewarding aspects of my previous career
               | at a company spanning from a startup to an IPO and beyond
               | was deleting bad code and replacing it in a massive Rails
               | app that was touched by hundreds of devs in a high churn
               | environment. I also took on fixing massive schema
               | inefficiencies that had a lot of risk of breaking nearly
               | every other team's flow. It took a lot of careful work
               | and communication across multi-year goals that I managed,
               | mostly alone. I was allowed to do this by a few early
               | folks who believed I was doing a good service for the
               | company in the long run but kept hinting it was a bad
               | career choice for me personally. I believe I was
               | eventually let go for making these massive improvements
               | instead of adding that green button that the new Product
               | guy wanted. No regrets.
        
               | BubbleRings wrote:
               | I think I've taken some considerable career hits for that
               | kind of attitude, but mostly no regrets here either. But
               | I think I was affected by how, once you leave that
               | company, your contribution to the effort can seem kind of
               | gone, gone gone. That's part of why I came back to trying
               | to create a physical invention that someone might care
               | about. Something for the grandkid to put on his
               | mantlepiece and say "my granddaddy made this and patented
               | it and (hopefully) it was the start of his big company."
        
               | gerad wrote:
               | > Meanwhile our oauth flow is still a tortured, unloved,
               | twisted writhing mass of pain and suffering that prints
               | bug reports like CVS receipts.
               | 
               | Wow, this line is a keeper. This whole comment is so
               | insightful. Reminds me of how awesome HN can be
               | sometimes.
        
               | fmbb wrote:
               | Good code and bad code are not objective values.
               | 
               | I have worked with many people that spend days replacing
               | good code with bad code because they are "paying down
               | technical debt".
        
               | atomicnumber3 wrote:
               | This is a good point, but I think it's mostly a
               | precondition to having the luxury of the problems I was
               | describing. If you can't even broadly agree on what is
               | good vs bad code, your engineering org has deeper
               | problems. You don't even need substantial agreement, just
               | enough to identify what the genuine problem areas are, vs
               | what's just not how someone would've written it
               | themselves.
        
             | klabb3 wrote:
             | Can confirm. One of my proudest moments was deleting
             | thousands of LOC of copy-paste-modify garbage. However I
             | introduced one bug that broke another team which used an
             | undocumented feature. It was fixed soon, but yeah, still
             | not great. And very few people would have taken that on, I
             | was not a career chaser.
             | 
             | Some would say it's the other teams fault for not adding a
             | cross-test against my teams code. And while that would have
             | solved it, some things are hard to test. Even in companies
             | who have good testing standards some things are still hard-
             | to-impossible to test. In my humble opinion tests are great
             | if and only if they are hermetic and fast. Unfortunately,
             | the important things that can go wrong are usually the
             | least testable.
             | 
             | In either case, in a non-perfect world (ie ~all large
             | companies and most small ones) people optimize for not
             | breaking things, and there's a solid argument for that
             | being a local optima, both for short term stability and
             | career wise.
        
               | giantrobot wrote:
               | > In my humble opinion tests are great if and only if
               | they are hermetic and fast. Unfortunately, the important
               | things that can go wrong are usually the least testable.
               | 
               | Integration tests are hard. A lot of time it's because
               | deployment is very seat of the pants. Even with tightly
               | managed deployment the test environment needs to be
               | representative of the production environment. Just
               | setting that up is time consuming and expensive. Then
               | actually doing tests where the test environment has
               | useful amounts of instrumentation without major
               | performance or behavioral penalties.
        
           | dowager_dan99 wrote:
           | I go further and simplify: "delete code" whenever and where
           | possible. The term "Tech Debt" is really overloaded; I think
           | the idea that "all code is liability" is better for framing
           | the issue and strategies.
        
             | BubbleRings wrote:
             | It is so good to see someone say that. I don't code
             | anymore, but as a systems engineer on different (often
             | troubled) projects, I started developing a bit of a
             | specialty in deleting crufty old collections of files.
             | Sometimes multiple terabytes in a day, directories sitting
             | around looking like they might be important, in some random
             | corner of storage.
             | 
             | You have to be good at your job, good at the specialty, and
             | more interested in doing the right thing for the company
             | (and more irritated at the stupidity of the files being
             | there 10 years after they were needed) than you are at
             | looking productive to management. Management does not want
             | to hear "well there was a directory structure of two
             | million files that was a backup of a Linux machine from 8
             | years ago, I spent two days extracting the dozen files that
             | we might need some day, getting the okay to proceed, and
             | deleting the files."
        
           | moritonal wrote:
           | Fleet commander or I'm guessing .IO?
        
             | grog454 wrote:
             | .io. There have been more Nebulous's since I last checked
             | :)
        
           | noprocrasted wrote:
           | > Delete bad code. Replace with good code
           | 
           | Your points are valid but there's also the issue that the
           | more developers you have the more communication overhead
           | there is, which makes large changes to the codebase
           | hard/impossible.
           | 
           | With a handful of devs you can jump on a call, brainstorm for
           | an hour or two and come to a mutual agreement, then one can
           | submit a several-thousand-line PR refactoring the whole thing
           | and nobody would bat an eye.
           | 
           | This kind of coordination is impossible in larger teams, if
           | anything just because everyone is busy and can't afford to
           | spend a couple hours brainstorming + subsequently get
           | acquainted with the new code, but also because the more
           | people the more opinions and mismatched incentives (bad or
           | overly complex code might imply busywork which some people
           | thrive on, so refactoring it to no longer require said
           | busywork is a downside in their eyes).
        
           | Consultant32452 wrote:
           | I have no incentive to delete bad code and replace it with
           | good code when doing megacorp work. For things I own, it's
           | situational.
        
         | dheera wrote:
         | I don't know StoryGraph's story, but it's a lot easier if:
         | 
         | - You don't take VC money
         | 
         | - You are okay with it not becoming a billion dollar unicorn
         | 
         | - You are okay with occasional downtime (this isn't being
         | deployed in a hospital emergency room after all)
         | 
         | - You don't plan to feature bloat it
         | 
         | - You are okay with it living its life and eventually being
         | out-competed
         | 
         | I had a webapp once with 250K monthly active users for several
         | years (Fooplot). I was the sole developer. It eventually got
         | increasingly out-competed by VC-funded Desmos and eventually
         | got involuntarily shutdown when AWS decided to stop supporting
         | EC2 classic instances. But I just let it be. Its ad revenue
         | made me a good amount of side income when I was a PhD student.
         | It had frequent downtime when people would try to export an
         | overly complicated graph, which would crash the server. I just
         | restarted it when I noticed. Sometimes it would be a few days
         | later. It died eventually when AWS terminated it. I moved onto
         | other things.
         | 
         | Yeah, I wasn't the best maintainer, but the ~$30K I made from
         | its ad revenue over the years was a pretty good payout for
         | about 10 hours of work.
        
         | schneems wrote:
         | IIRC urbandictionary is/was a one man show, Aaron Peckham.
         | Deployed on Heroku https://blog.heroku.com/heroku-xl (post from
         | 2014, not sure if he is still a customer).
        
         | InsideOutSanta wrote:
         | It's not a small team, but Valve seems to have a very similar
         | proportion of employees to users. I think they have about 400
         | employees, and a user base of 140 million. That's roughly 3
         | employees per million users.
        
           | mikepurvis wrote:
           | They're running a marketplace though, and that's a bit of a
           | special case -- obviously why VCs are always very excited for
           | anything that is or looks like it might able to become
           | marketplace-shaped.
           | 
           | Certainly there aren't 140M MAU fore the steam deck or any of
           | the games they've built themselves, that's for sure.
        
           | piva00 wrote:
           | WhatsApp pre-acquisition by Meta was also very lean, some
           | 40-50 people total serving 200 MAU.
        
         | PaulHoule wrote:
         | I got a voice chat service for Brazil to nearly 500,000 users
         | as a single dev. Of course we co-branded somebody else's
         | application but I made the user database, sign up systems,
         | contests and other web-based parts.
        
         | open592 wrote:
         | From a long time ago (~2009) but this comment instantly
         | reminded me of the gem which was Plenty Of Fish
         | 
         | https://highscalability.com/plentyoffish-architecture/
         | 
         | "POF has one single employee: the founder and CEO Markus Frind.
         | Makes up to $10 million a year on Google ads working only two
         | hours a day. 30+ Million Hits a Day"
        
           | TheJoeMan wrote:
           | Thank you for sharing! Only issue with the article I see is
           | that "CPM" is already "cost per mille (thousand)". So any
           | lines such as "$15 per CPM" make me hesitate.
        
         | gwd wrote:
         | I mean, SQLite is what, 4 developers? And it's by some
         | estimations is one of the top five deployed software modules of
         | any description:
         | 
         | [1] https://sqlite.org/mostdeployed.html
        
         | rwmj wrote:
         | Support would be the biggest thing, especially if the website
         | needed any kind of login, payment, or user contributions. Back
         | when we ran a website for UK schools (so, probably 50K-100K
         | users maximum), we only answered support calls or emails during
         | UK working hours, and still needed a 2-3 member team doing
         | that. That was a shoestring even at the time. Nowadays just the
         | safety aspect of running a service for children would demand
         | something larger.
        
         | imachine1980_ wrote:
         | Lichess is one guy for the web and server and one guy for the
         | mobile app Cool video about the topic
         | https://youtu.be/7VSVfQcaxFY?si=UP5txyUCoYYY024h
        
         | zerkten wrote:
         | Stack Overflow was an example of this. They had a relatively
         | small dev team and they also maintained a very small hardware
         | footprint for delivering their product. Over time they expanded
         | their scope into products beyond the Stack Overflow and Stack
         | Exchange sites which seems to have increased their team size.
         | 
         | At least a big part of their success was containing technical
         | by avoiding product debt. They had a clear vision and very
         | tight control of their product which is different from 99% of
         | startups. They were experimenting but not throwing any crap at
         | the wall which was never cleaned up or iterated on.
         | 
         | There was a very strong product-engineering connection and
         | alignment which is unusual. Misalignment there is the genesis
         | of much tech debt. Many product features are thrown out with
         | little iteration to get them right but use "shipping so we can
         | iterate" as an excuse to throw them out to users.
        
         | ffsm8 wrote:
         | Whatsapp pre Facebook. It has reportedly around 50 employees at
         | acquisition, and 450 million users at the time.
        
         | stronglikedan wrote:
         | > when the business requires more coding and technical debt
         | comes
         | 
         | Tech debt doesn't come because the business requires more
         | coding. It comes from poor planning and rushed implementation,
         | often spurred by overzealous and naive management.
         | 
         | This is a small team with one dev, so they likely do things
         | correctly from the start and don't acquire much if any
         | technical debt. Nothing has to be done yesterday, ever.
        
           | hoppp wrote:
           | Exactly. Technical debt often comes when a lot of developers
           | work on the same codebase. Everyone contributed and nobody
           | refactors.
           | 
           | If the project is well thought out in advance a single
           | developer is enough and will do perfect code
        
           | vergessenmir wrote:
           | Tech debt is a function of your code base, it's age, team
           | turnover and number of pivots. Many factors to consider but
           | I'll focus on pivots.
           | 
           | You can't plan for a pivot because it's a known unknown. The
           | same way you can't plan for a specific financial event in the
           | market but you can brace yourself for a category of
           | scenarios. Even with that, you can't predict the impact or
           | the appropriate response your business needs to take.
           | 
           | In the same way so is the pivot. The nature of the pivot is
           | the market revealing the debt you didn't know you had. The
           | magnitude of that readjustment to the market, in the time it
           | has to happen and the time to the next pivot is unknowable
           | because it's information not present at design time.
        
         | laborcontract wrote:
         | Look at almost anything that Marco Arment has been a part of..
         | Tumblr and Overcast (probably at least a 5% share of the whole
         | podcast player market) became massively successful with only a
         | dev or two.
         | 
         | Stardew Valley sold over 30m copies on a solo dev's work. I
         | think you'd be surprised
         | 
         | I'm building my own product right now and never have I wished I
         | had more technical help. It's all the other junk like sales,
         | marketing, distribution, that makes the business so hard.
         | Marketing and sales, in isolation, I've had success with in
         | prior jobs. I'm a fairly productive solo developer.
         | 
         | However, being able to context switch and do both dev and
         | marketing? Now _that 's hard_. I have beyond massive respect
         | for anyone that's even attempted it, let alone been successful
         | doing it.
        
           | RenThraysk wrote:
           | Flappy Bird had 50m+ installs.
        
           | jezzamon wrote:
           | For Stardew Valley, that's 30m copies after 4 and a half
           | years of unpaid, 10 hour a day, 7 days a week work.
        
             | Workaccount2 wrote:
             | Which was all just to sit at the table for a chance at
             | massive success.
             | 
             | Nobody sees the extensive graveyard of massive time sink
             | projects that got no traction and went nowhere. Even if
             | they would have been big had they caught on.
        
               | diggan wrote:
               | > Nobody sees the extensive graveyard of massive time
               | sink projects that got no traction and went nowhere
               | 
               | Of course everybody sees that, and many can't stop
               | thinking about those things when working on their own
               | project, trying to fight the demons that say "This is a
               | huge waste of time" and so on.
               | 
               | But what is the point of bringing that up when someone
               | explicitly asks for examples of small teams with big
               | success?
        
               | stale2002 wrote:
               | > But what is the point of bringing that up when someone
               | explicitly asks for examples of small teams with big
               | success?
               | 
               | The point here is to explain how much of a risk these
               | small teams are making.
               | 
               | So that is the relevance of the example. It shows how
               | much more difficult and risky these successes are, by
               | pointing out that even if someone puts in a lot of work,
               | it is actually more impressive because of the large risk.
               | 
               | This is relevant because the sub thread/topic was this:
               | 
               | "Now that's hard. I have beyond massive respect for
               | anyone that's even attempted it, let alone been
               | successful doing it."
               | 
               | Therefore, bringing up failures or the fact that there is
               | large risk, supports this point that someone else brought
               | up, which is that it is both hard and deserving of
               | "massive respect".
               | 
               | So that is why someone would bring it up and why it is
               | definitely relevant and correct to bring it up, in
               | response to this point.
        
               | nightski wrote:
               | There are countless AAA teams that fail at game dev as
               | well. It's just a really hard industry to garner success
               | in. I'm not sure team size is the most relevant factor.
        
               | bee_rider wrote:
               | Hmm. I think we'd have to define what we're measuring to
               | think about what's a relevant factor. AAA games with
               | massive budgets seem to usually have to come up with some
               | really annoying live service business models nowadays, so
               | I'd tend to guess increasing the team size is a negative
               | factor.
               | 
               | OTOH there are lots of little indie games... I mean, how
               | are we going to count attempts, right? As an obviously
               | not to be included extreme case, lots of games come out
               | with a map editor, in some sense playing around with a
               | map editor is "making a game." But we wouldn't want to
               | include all the custom Warcraft 3 maps that were made as
               | failed businesses, haha.
        
             | intelVISA wrote:
             | Did they build the engine from scratch? 114975 man hours on
             | a 2D game is unthinkable!
        
               | rimunroe wrote:
               | He wrote it in C# and used XNA for some stuff, but the
               | engine itself is custom[1]
               | 
               | [1] https://community.playstarbound.com/threads/game-
               | development...
        
               | fmbb wrote:
               | Building an engine from scratch cannot be the hard part.
               | It's not complicated.
               | 
               | Iterating on all the things that make the game fun is
               | hard, and making all the "content" in a game like Stardew
               | Valley is very time consuming.
        
               | AlotOfReading wrote:
               | Building an engine is a famously huge time sink, to the
               | point where the standard advice is to make a game or an
               | engine, but not both if you want to ship.
        
               | diggan wrote:
               | As always, it depends. Building something like
               | Unity/Unreal that should support everything and everyone
               | under the sun, one way or another? Yeah, huge time sink.
               | 
               | But a 2D engine that should only support exactly what the
               | features need from Stardew Valley? Doesn't seem
               | insurmountable, although I wouldn't exactly take that
               | approach myself.
        
               | fhd2 wrote:
               | As someone who's built a few engines and also worked with
               | third party ones: It really isn't the hard part for a 2D
               | game. High fidelity 3D, different story. But something
               | like Stardew Valley, I'd dare to say custom engine and
               | something like Unity is pretty similar in effort,
               | considering that you need to deal with doing things in
               | the engine's way, which requires workarounds and what
               | not. Bringing it to many platforms gives the engine a
               | head start, but I'd say it's comparable.
               | 
               | Iterating on the game content itself: _Insane_ amounts of
               | effort, in my experience.
        
             | nine_k wrote:
             | It's only work if your sustenance depends on it, or if you
             | bet on it to make it big, if you need to be _compensated_
             | for it.
             | 
             | Otherwise it's a hobby, and enjoying your hobby 10 hours a
             | day, 7 days a week is an envious life, if you can afford
             | it. (Barone specifically could not; he had to have a part-
             | time job as an usher in a theater; that was work.)
        
               | eptcyka wrote:
               | There is no such thing as a 10-hours-a-day-7-days-a-week
               | hobby.
        
               | s1artibartfast wrote:
               | ^This is obviously a tangent, but sure there is, if you
               | consider a hobby to be non-professional activities.
               | 
               | It is trivial to come up with activities that can consume
               | a lot of time, but don't provide financial rewards.
        
               | short_sells_poo wrote:
               | I suppose maybe parent is mixing up difficult work and
               | difficult hobbies. There are plenty of hobbies which are
               | difficult and require a lot of hard work. Hobbies can be
               | frustrating and yet still enjoyable when you overcome
               | whatever it is that hindered your progress. Someone who
               | does painting as a hobby might face a period of no
               | inspiration - it can be immeasurably frustrating and it
               | completely blocks you from painting. And then one day you
               | see a particular way that the stained glass window
               | reflects light onto the pavement and something gets
               | switched inside and then you proceed to feverishly paint
               | every waking hour and it will feel like it is not you who
               | wield the brush but that you yourself are some sort of
               | instrument being used by something greater.
               | 
               | Game dev is an arduous and draining process that both
               | requires the patience to go through periods of dreary
               | work where no progress seems to be made and yet the
               | creative spirit to devise art, concepts, mechanics,
               | rules, etc. If I had the time, I could easily see myself
               | spending multiple years on a project like that without
               | the need to see any financial reward. I wouldn't see it
               | as work, I would see it as Work with a capital W. A hobby
               | that requires a lot of personal effort but something I do
               | because purely for the joy of doing it.
        
               | nine_k wrote:
               | Why, a number of people would e.g. play games they enjoy
               | all day, every day, if the other aspects of their lives
               | were taken care of. Imagine being a schoolchild.during
               | the summer recess :) Same applies to reading books,
               | sailing boats, etc.
        
               | jimnotgym wrote:
               | Farming?
        
               | nightowl_games wrote:
               | As someone who's done game dev professionally for a
               | decade, as well as had countless personal projects and
               | has known others to have done the same: don't
               | underestimate the toll game dev can take on you, it's a
               | cruel mistress. Stardew Valley is a massive outlier.
        
               | nine_k wrote:
               | Can't disagree. But, you know, making love can be pretty
               | physically taxing, but people do it, because the process
               | itself is its own reward.
               | 
               | It's only work if you tolerate it for the reward on the
               | payday.
        
             | staticman2 wrote:
             | Stardew Valley didn't follow any of the entrepreneurial
             | advice you'd find on this site, either.
             | 
             | There wasn't a "minimum viable product" launched in year 1
             | followed by finishing the product in year 4.
             | 
             | I've literally seen a post here where someone scolded a
             | failed game developer for finishing their financial failure
             | of a game before launch. The comment was something along
             | the lines of:
             | 
             | "Read a business book. You shouldn't have spent a lot of
             | time making your game. Instead you should have released a
             | minimum viable product after doing market research."
        
           | lelandfe wrote:
           | After Windows, Stardew Valley was ported to consoles by other
           | companies, like Chucklefish, Sickhead Games, and The Secret
           | Police (not dev work but console Q&A was handled by others
           | too, as was localization).
           | 
           | Barone is still a beast, just making sure the "one guy did
           | the whole thing" thing has some nuance.
        
         | steventruong wrote:
         | Eric Barone as a one man team built, designed, animated, wrote,
         | and composed the entire game of Stardew Valley by himself.
         | 
         | The game sold over 30 million copies and had an all time high
         | of over 230K concurrent players at one point earlier this year.
        
         | eek2121 wrote:
         | I owned a website with over a million users.
         | 
         | Used cloudflare and a $20 cloud instance to run it. Also relied
         | on certain other CDNs.
         | 
         | Don't own it anymore, but considering starting a new project.
        
           | huma wrote:
           | What was the app about?
        
         | mattgreenrocks wrote:
         | Write good enough code that can be easily replaced. It really
         | is no different than what you'd write on the job.
        
         | philipwhiuk wrote:
         | Dwarf Fortress is another obvious one - basically small
         | successful indie games are all gonna be this.
         | 
         | But that's not a VC product market.
        
         | noprocrasted wrote:
         | It turns out you can go quite far when your objective is to
         | solve a business problem rather than building an
         | overcomplicated mess to solicit VC money.
        
         | eucki wrote:
         | Pieter Levels is creating the kind of software I've always
         | dreamed of building:
         | https://www.youtube.com/watch?v=oFtjKbXKqbg
        
         | edm0nd wrote:
         | >Are there any other products with such a small team and a huge
         | userbase?
         | 
         | Tons of FOSS projects.
         | 
         | See the entire JiaTan fiasco.
        
         | bcrosby95 wrote:
         | Back in the Facebook app days we had some apps with 2-8mil
         | daily unique users on anywhere from 1-3 devs and team sizes
         | anywhere from 2-5.
        
         | kbutler wrote:
         | Minecraft?
         | 
         | Not sure how big it was before Notch hired anyone else, but
         | this reddit post encouraging him to hire somebody says he'd
         | "brought in $67,903,100.72"
         | 
         | https://www.reddit.com/r/Minecraft/comments/kbiuv/notch_youv...
        
         | OJFord wrote:
         | WhatsApp & Instagram were I think _both_ very small teams with
         | very many users when Facebook bought them (I think was FB not
         | Meta at the time) for very much money.
         | 
         | Which maybe goes some way to your second question, as they were
         | slightly and slowly scaled up versions of solo serving 1M. (And
         | obviously have continued that under FB/Meta with probably now a
         | much less impressive/unusual staff:user ratio.)
        
         | mdswanson wrote:
         | My one-person indie company released many apps, and one of them
         | (Halftone) had over 6 million users by the time I shut it down.
         | It's definitely possible.
        
         | jedberg wrote:
         | We had ~10M users on reddit with three engineers and one non-
         | engineer. Got up to about ~20M with five eng and two non-eng.
        
         | kumarm wrote:
         | Started on Android Market in 2010. First hire (designer) after
         | 12 Million downloads and started hiring other Dev's after
         | crossing 50 Million downloads. Still run decently popular apps
         | on App Store and Play Store.
        
         | npinsker wrote:
         | Mobile games can often scale to eye-popping numbers. Among Us
         | has over 1 billion downloads and was made by a single
         | programmer. Plenty of other examples -- e.g. https://play.googl
         | e.com/store/apps/details?id=com.JindoBlu.O..., a solo dev who
         | has multiple 100MM+ download small games.
        
       | bilbo0s wrote:
       | Only tangentially relevant to the story I guess, but StoryGraph
       | is kind of a brilliant idea.
        
         | pavel_lishin wrote:
         | I should really migrate from GoodReads; since Amazon bought
         | them, development has effectively stopped, and there's a lot of
         | QoL issues.
        
           | wiether wrote:
           | It took me a while to migrate (you upload a CSV and it can
           | take a few days to process it) but now I'm happy with it and
           | a paid subscriber.
           | 
           | I won't say that it's great, there's a few things that annoys
           | me, but it sure is better than GoodReads already and
           | improvements are regularly added.
        
           | acdha wrote:
           | The export/import process was painless and after switching
           | the main thing I noticed is how obvious it is that StoryGraph
           | is under active development and Goodreads is effectively
           | orphaned.
        
       | myth_drannon wrote:
       | The app is hugged to death by HN...
        
         | aniforprez wrote:
         | I don't think that's the case. I've found it to be fairly janky
         | and it has frequent down times every so often.
         | 
         | I'm much more inspired to give a small one-person team some
         | leeway about it though for a free app vs. Amazon and all its
         | resources not even bothering to properly maintain Goodreads.
        
           | jahnu wrote:
           | Amazon don't even properly maintain their Prime Video app for
           | TVs. It's so bad on my good LG TV that I gave up waiting
           | three seconds for button presses to register while trying to
           | start watching their billion dollar show they kept urging me
           | to watch.
        
             | alternatex wrote:
             | Wait till you try HBO's Max app. I used to plan my watches
             | half an hour ahead. LG TVs do have quite the shoddy
             | hardware though. Every penny goes to the panel.
        
               | jahnu wrote:
               | Netflix and Apple seem to have no problem making a good
               | client. We won't have HBO here until 2026. The Austrian
               | national broadcaster have a decent if not brilliant
               | player.
               | 
               | Even the built in dnla player works great.
               | 
               | Amazon are ridiculous and should be ashamed of such
               | crappy software.
        
       | skrebbel wrote:
       | Looks like a pretty cool app! "Amazon-free Goodreads" is a pretty
       | good pitch. I'm curious how freemium model works out for them
       | though, I could imagine a _lot_ of people thinking the free
       | version is good enough for them.
        
         | soneca wrote:
         | I am curious of more about the business as well, but I imagine
         | even a very small proportion of paying users could be
         | sufficient to maintain a 3-people team with that scale
        
         | bwb wrote:
         | I think they do around $500k+ a year based on the numbers they
         | have shared in a few spots. The new giveaway platform for
         | authors should help jump that revenue up too.
        
         | Vegenoid wrote:
         | My wife loves Storygraph, and has said that she thinks they
         | give away too much for free and need to put more value behind
         | premium.
        
       | schneems wrote:
       | Nadia is an amazing speaker. Look up her other talks. You won't
       | regret it. She blends technical info with an interesting
       | story/mystery in a very thoughtful and well delivered package.
       | 
       | Here's a recent one
       | https://m.youtube.com/watch?v=pOW4vepSX8g&pp=ygUOTmFkaWEgT2R...
        
         | graypegg wrote:
         | Her skills with story telling really show there, that was
         | really engaging but stayed technical and information dense!
         | Thanks so much for the link!
        
       | skizm wrote:
       | I always wonder, how do sites like this get their list of books
       | and book metadata? Do publishers have an API? What about Amazon?
        
         | atrus wrote:
         | https://openlibrary.org/ has a pretty good set of data and a
         | decent API. You can mix and match too, since openlibraries
         | covers kinda suck half the time.
        
           | rafram wrote:
           | It's alright. I would use it for a tool where the most
           | important part is having a more-or-less accurate author <->
           | title <-> ISBN mapping, but not for anything where I need
           | precise bibliographic metadata.
        
         | bwb wrote:
         | It is so bad!!!
         | 
         | I use Nielsen's API, but the data is pretty rough, and you have
         | to spend a lot of time cleaning it. Plus, the archaic industry
         | standards around genre are hard to translate to what readers
         | use - https://www.bisg.org/complete-bisac-subject-headings-
         | list.
         | 
         | Ingrams and Bowker are the other big metadata providers.
         | Ingram's is good but expensive, but the data faces the same
         | issues.
        
           | matwood wrote:
           | If you have an ISBN you can also check Worldcat, but at scale
           | it's also probably not free. And if you're working with
           | anything that might have an academic slant, Crossref can be
           | useful.
           | 
           | Book metadata is very challenging. Even the publishers of
           | said books are pretty bad at delivering good metadata.
        
             | rafram wrote:
             | WorldCat doesn't have an official API for anyone but member
             | libraries, scraping the site is not fun, and the quality of
             | the data isn't great (it's essentially bulk-imported from
             | member libraries' catalogs).
             | 
             | National databases like the Library of Congress are
             | significantly better - WorldCat is best used as a fallback
             | for books that aren't included in the high-quality
             | databases.
        
           | compootr wrote:
           | I forgot if Anna's archive contains metadata but that'd be my
           | free-ish solution
        
             | jamiek88 wrote:
             | I thought Anna's was dead?
        
               | tux3 wrote:
               | The last blog post is from just a couple days ago.
               | They're apparently setting their sights on a map of all
               | known ISBNs, and hoping to turn the map from red to green
        
           | wood_spirit wrote:
           | Do any of the sites use collaborative filtering for "uses who
           | like x also like y" for a nice filter bubble?
           | 
           | I imagine it complements or my even supersede tags.
           | 
           | (Admit I haven't looked at all the sites people are
           | mentioning in the comments yet- lots of good leads!)
        
             | bwb wrote:
             | ya, I do this; I am not sure what the other websites are
             | doing, though. If you email them I bet they will tell you.
        
         | PaulHoule wrote:
         | Freebase got about 50% of the way to a good book database but
         | Google killed it.
        
       | bwb wrote:
       | Nadia does a great weekly dev log email that I enjoy as well. I
       | highly recommend it -> https://buttondown.com/nodunayo
        
         | skrebbel wrote:
         | I simply don't understand how she codes the app _and_ writes
         | the newsletter _and_ does social media marketing for StoryGraph
         | _and_ flies all over the world to do keynotes at ruby
         | conferences. I 'm very impressed.
        
       | scotty79 wrote:
       | > the app that helps you to track your reading and choose which
       | book to read next based on your mood and favorite topics and
       | themes.
       | 
       | I'd like to have that for games and music. Stores are mostly
       | terrible at recomending anything. Steam does better than most but
       | still far from good.
       | 
       | And syncing recommendations with my mood is pretty much non-
       | existent.
        
       | zeroonetwothree wrote:
       | I tried using this but it was too onerous to import my existing
       | list of books I've read (1000+). So I gave up after a bit. I
       | usually don't really have trouble finding books to read anyway.
       | 
       | BTW my library (and probably yours too) has a free service where
       | librarians will actually recommend books for you based on other
       | books you liked or other criteria. I found those recommendations
       | to be very good.
        
       | nonconstant wrote:
       | Ruby on Rails community is so lucky to have Nadia
        
       | phildenhoff wrote:
       | StoryGraph is an excellent tool and I continue to use it daily.
       | 
       | I've also found Hardcover.app, which I quite like. It has an API
       | and a slightly more refined UI, but it's clearly more than one
       | person working on it.
       | 
       | Of course, if your focus is book clubs, Fable is likely the app
       | for you
        
         | magnio wrote:
         | I also use Hardcover.app, but the community there is tiny
         | compared to Goodreads, with the only possible exception being
         | fantasy readers.
        
           | bwb wrote:
           | It will get there, its growing :)
        
         | ryangs wrote:
         | Excited to hear about Hardcover! I like StoryGraph but the lack
         | of API frustrates me - I want to be able to sync back to my
         | general notes store (Obsidian). Hopefully Hardcover works
         | better with that.
        
           | northrup wrote:
           | Which is funny, StoryGraph is a Ruby on Rails app, exposing
           | an API is a doable thing, which leads me to believe it is not
           | a priority or a purposeful design decision.
        
             | phildenhoff wrote:
             | Yeah Hardcover seems to have a GraphQL API they use for
             | their UI, which they expose. There's not a lot of extra
             | polish for third party devs -- it feels like "this is the
             | API we use, use it or not, things may break". On the other
             | hand, StoryGraph does server-side rendering and so it
             | doesn't have an API already. So adding one would be a
             | decent amount of work
        
             | burkaman wrote:
             | It is on the long-term roadmap
             | https://roadmap.thestorygraph.com/features/posts/an-api
        
           | andrewmutz wrote:
           | I'm going to guess most of their users aren't asking for an
           | API
        
         | phildenhoff wrote:
         | Solidifying my dislike of Goodreads, I got my "year in books"
         | email from them today and the first thing that loaded, at the
         | top of the email, is an ad. For pillow cases.
         | 
         | Folks, don't do that
        
           | roughly wrote:
           | Goodreads is owned by Amazon, and Amazon does not make
           | products - Amazon makes product purchasing pipelines. Welcome
           | to the funnel.
        
       | kwakubiney wrote:
       | She talks about the story on this podcast episode[1]
       | 
       | [1]https://open.spotify.com/episode/5AGrLoFgkYZ0KxLXBOjbwB
        
         | max_ wrote:
         | Please don't use Spotify links as they are heavily geolocked
        
         | adamgordonbell wrote:
         | Alternate link to episode: https://corecursive.com/the-story-
         | graph-with-nadia-odunayo/
        
       | adamgordonbell wrote:
       | Couple years ago I talked to Nadia. Crazy story.
       | 
       | End of year is a big time for her as people setup reading goals
       | for the year I think. My wife is now using it.
       | 
       | I wouldn't have guessed a book site would be so seasonal.
       | 
       | https://corecursive.com/the-story-graph-with-nadia-odunayo/
        
       | shahzaibmushtaq wrote:
       | > the app that helps you to track your reading and choose which
       | book to read next based on your mood and favorite topics and
       | themes.
       | 
       | If these requirements are constant then one woman dev team is
       | sufficient until the requirements become thick enough to handle
       | with 2 hands.
       | 
       | And Pinterest reached 11 million users with 6 engineers, if
       | interested https://read.engineerscodex.com/p/how-pinterest-
       | scaled-to-11...
        
       | dang wrote:
       | [stub for offtopicness]
       | 
       | [good grief]
        
         | ternnoburn wrote:
         | [flagged]
        
           | shadowgovt wrote:
           | I wish I could say it's surprising to me, but I've been here
           | for a while.
           | 
           | Hackers are not the philosopher kings that a generation
           | before hoped they would be.
        
           | sabbaticaldev wrote:
           | it does make it story more interesting tho
        
           | rsynnott wrote:
           | A certain fraction of this website's user base are, and
           | always have been, basically Quark from DS9. Some really
           | bizarre attitudes to women.
        
             | sgt wrote:
             | Hilarious! But even on DS9, there was room for a Quark.
        
               | rsynnott wrote:
               | One, sure. If there had been about 15 per episode, as
               | there are on any threads which so much as imply the
               | existence of FEEEEEMALES here, it would've gotten old.
               | 
               | (There were other Ferengi sometimes, but they were far
               | less strident on this particular matter, in general.)
        
               | sgt wrote:
               | Btw, glad I am not the only one making a mental note of
               | someone being a "ferengi". It is such a perfect
               | description somehow. And our industry is full of them.
        
               | krapp wrote:
               | Well, the Ferengi _were_ intended to be a parody of
               | American capitalism. And the tech industry in many ways
               | has turned itself into a parody of American capitalism.
               | And the worst of Hacker News might as well be a parody of
               | the tech industry.
        
               | sgt wrote:
               | Never mind Twitter these days.
               | 
               | I still follow Elon for his rocket stuff but his fanboys
               | are relentless if you criticize him or his universe even
               | slightly.
               | 
               | Or criticize aspects of capitalism even, like the one guy
               | who said the purpose of a company is to make an impact,
               | not primarily to make money. I think he was toast after
               | they were done with him.
        
               | ternnoburn wrote:
               | And Quark tried to learn, or adapt. He wasn't always
               | successful, and he was cut out of a lot of situations
               | where his behavior was considered unacceptable, but he
               | did at least make some efforts.
        
           | NeveHanter wrote:
           | The more popular HN gets the more clickbait-y, attention-
           | seeking and polarising titles and articles we're getting. I
           | also think the more popular it is the less weight each down-
           | vote/flag has, we will see more and more of such content
           | being posted.
           | 
           | I and most of the people I know or work with really don't
           | care whether something is/was made by a man or a woman. IMO
           | that's totally unnecessary part of the title and its some
           | kind of the usual "clickbait" you see in the news titles
           | everywhere.
           | 
           | BTW: I was used to seeing "one-man" being used everywhere
           | regardless whether the person in context was a man or a woman
           | and only today I've discovered that both one-woman and one-
           | person are valid by couple of UK/US dictionaries (even the
           | older ones). Maybe that's one of the reason why some non-
           | native speakers see this as an clickbait/attention seeking.
        
             | ternnoburn wrote:
             | The thing is, I don't think it's click bait in this case.
             | One person running a large service is notable, appropriate
             | content for HN. And she's a woman, so one woman is per
             | reasonable, factual, non editorializing headline given that
             | "one woman" is a descriptor that's been in widespread use
             | for some time.
             | 
             | People seem to be reacting to it like it's poison.
        
             | pvg wrote:
             | This isn't a clickbaity, attention-seeking or polarizing
             | title, it's a completely generic title that happens to
             | generate a lot of confected umbrage. The problem is the
             | confected umbrage, not the title which is why the article
             | is where it is (on the HN front page) and the umbrage is
             | where it is (shoved out of the way in comment jail).
        
         | madeofpalk wrote:
         | Meta: It's a shame all the [dead] comments here over the title
         | of this post are hidden to most. I think it's a good reminder
         | of the opposition some face in this (and other) industries for
         | merely existing.
        
           | qup wrote:
           | I don't have them hidden. I can't find anything derogatory
           | about women; rather, the comments point out perceived
           | hypocrisy around naming genders in titles. The comments about
           | Nadia specifically were great, including a dead comment
           | saying what a blessing she is to the rails community.
           | 
           | > Ruby on Rails community is so lucky to have Nadia
           | 
           | Another dead comment says it's not impressive, but doesn't
           | mention gender.
           | 
           | Two dead comments calls the title sexist.
           | 
           | One dead comment _predicts_ there will be misogyny.
           | 
           | Two comments say "who cares if it was a woman"
           | 
           | One comment laughs about "woke" complaints while being the
           | only comment to use the word.
           | 
           | I think that's all of them.
           | 
           | I understand that putting "woman" in the title triggers a lot
           | of talk about gender, which is off-topic and boring, but I
           | don't really find any of the specific comments notable,
           | hateful, or oppositional.
        
             | ziddoap wrote:
             | > _I don 't really find any of the specific comments
             | notable, hateful, or oppositional._
             | 
             | The fact that gender is mentioned at all, when it's never
             | mentioned in posts that have "one man dev team" in the
             | title, doesn't imply anything to you?
        
               | qup wrote:
               | Yes, it implies that calling attention to things done by
               | women is a trigger for gender discussions. I think trying
               | to make arguments about why they are triggering requires
               | you to make a lot of assumptions about people who aren't
               | yourself.
        
               | ziddoap wrote:
               | > _discussions_
               | 
               | That is a charitable way to read the flagged comments.
        
               | qup wrote:
               | What about your comments?
        
               | Alupis wrote:
               | Are we not at a point where it would be vastly more
               | appropriate to title this "one person dev team"?
               | 
               | The reality is your gender has nothing to do with your
               | ability to write software. Software is the greatest of
               | equalizers.
               | 
               | There is definitely a subset of society that feels it
               | necessary to thrust gender into discussions where they
               | have no place - such as this article.
               | 
               | Are we supposed to be _more_ impressed because it was a
               | female? Why?
        
               | ziddoap wrote:
               | > _Are we not at a point where it would be vastly more
               | appropriate to title this "one person dev team"?_
               | 
               | Sure! I just find it interesting that these discussions
               | only happen when "woman" is in the title, and never when
               | "man" is in the title.
               | 
               | > _There is definitely a certain subset of society that
               | feels it necessary to thrust gender into discussions
               | where they have no place - such as this article._
               | 
               | As long as you feel the same way whenever you see "one
               | man dev team" or similar, I think that can be a good
               | discussion.
        
               | Alupis wrote:
               | I agree with you entirely - however allow me to
               | illustrate a point:
               | 
               | I think the difference often is the intention of the
               | writer. We get these types of headlines when people want
               | to really promote how cool it is a female is capable of
               | doing something - and we're all supposed to be amazed.
               | That's pretty sexist if you think about it... of course a
               | female is capable of writing high quality software! We
               | should be amazed at what this person achieved because it
               | is impressive on it's own merit - not because of the
               | person's gender.
               | 
               | However, nobody is reading a headline like "one man dev
               | team" and thinking "you go dude!".
               | 
               | It's a two-way double-standard that we should work on
               | ending.
        
               | madeofpalk wrote:
               | > We get these types of headlines when people want to
               | really promote how cool it is a female is capable of
               | doing something - and we're all supposed to be amazed
               | 
               | I think you're reading way too much into it.
               | 
               | Maybe they're just a women, and they did a turn on the
               | phrase "one man team" to acknowledge that they're not a
               | man?
        
               | BadHumans wrote:
               | > Are we not at a point where it would be vastly more
               | appropriate to title this "one person dev team"?
               | 
               | People see person and man as synonyms. One man dev team
               | and one person dev team would illicit the same response
               | but one woman dev team forces people to comment on the
               | title.
        
               | s1artibartfast wrote:
               | I think there is a lot of reactionary sentiment,
               | sometimes misplaced, stemming from decades of articles
               | where gender is the newsworthy aspect of the article.
               | 
               | Almost no one will read "one man Dev team" and think that
               | gender is the central point, opposed to a simple
               | descriptor.
               | 
               | The same phenomenon occurs with race fairly often. It is
               | not uncommon for professionals to take offense or
               | question gender or racial qualifiers when other people
               | describe them.
        
             | s1artibartfast wrote:
             | My take as well. People seem to think this should be a
             | noteworthy accomplishment irrespective of gender. The
             | source seems to be objection to perceived patronization of
             | women, not not hate or disparagement of women.
        
             | ghaff wrote:
             | I probably wouldn't have written the title that way. In the
             | body of the article, identifying the gender feels much more
             | natural.
        
           | sebastianz wrote:
           | I understand your point, but in reality we all know the world
           | is full of mean and petty people. I am thankful for the
           | moderation on the platforms I read for (at least some of the
           | time) sparing me the frustration and sadness I would get from
           | otherwise constantly reading their opinions.
        
           | anonfordays wrote:
           | Please don't fulminate. Please don't sneer, including at the
           | rest of the community.
           | 
           | Please don't comment about the voting on comments. It never
           | does any good, and it makes boring reading.
           | 
           | https://news.ycombinator.com/newsguidelines.html
        
           | blueflow wrote:
           | Replace "woman" with "man" and evaluate if it would be any
           | less or more appropriate.
           | 
           | Society is not holding women and men to the same standards.
        
             | madeofpalk wrote:
             | I don't think it would be less or more appropriate. Gender
             | is not something to hide or be ashamed of - the opposite!
             | Any progressive movement here is on acknowledging gender,
             | and de-gendering when unknown or mixed.
             | 
             | I think everyone making it out to be some big thing (which,
             | the [dead] comments are bringing it up in a negative light
             | for one reason or another) is the 'remarkable' thing.
        
       | pathless wrote:
       | This is a crazy question, but what song is used in the intro of
       | that video?
        
       | vwkd wrote:
       | Ah, that's one of those websites that accept a password of any
       | length without error, truncate it, and show you a "wrong
       | password" the next time you try to log in. Then you go through
       | password reset roulette until you find a short enough password
       | that works. Don't do this.
        
         | davedx wrote:
         | Wait wait. Why would you truncate it after input unless...
         | you're storing it in plaintext?
        
           | zja wrote:
           | You truncate passwords to prevent DOS
        
             | lesuorac wrote:
             | Why not either show an error or do a client-side hash so
             | there's a fixed length?
        
               | orblivion wrote:
               | Showing an error is probably the right thing. Client-side
               | mitigations wouldn't prevent a DOS.
        
           | orblivion wrote:
           | Maybe the KDF gets really slow with a super long input.
        
       ___________________________________________________________________
       (page generated 2024-12-17 23:00 UTC)