http://en.wikipedia.org/wiki/Exit,_Voice,_and_Loyalty
For developers, it is swinging back towards exit, since the Internet can be considered a kind of virtual equivalent of the nomad regions to retreat to.
"Center-periphery" dynamics is the common term in geopolitics for dissent dynamics driven by movement inside/outside a core. Class warfare is the better known kind of dissent involving unionization etc. and involves fighting up and down a class structure.
Guilds, historically, were a medieval kind of institution that had characteristics of both exit and voice. The classic guild professions (weaving, masonry and in more recent times, things like typesetting in pre-lithography days) used their portable skills to leave kingdoms/cities and move elsewhere if they didn't like their current situation. This option was not really available to laborers tied to the land, and was essentially an urban phenomenon. This is the origin of the term "journeyman" for instance... apprentices who would follow master craftsmen around until they became masters in their own right.
No, that's not right. When an apprentice finished their apprenticeship, they would usually have to leave their master's service. The openings for masters would be fixed per town by the guild, so journeymen would work itinerantly until they found an opening to become a master. Journeymen would work for a series of masters, and their relationship to these masters was entirely different to the relationship of apprentices.
The status of journeyman became institutionalised, so that the criterion for taking up a mastership was that one had travelled widely enough as a journeyman for some length of time and had crafted a masterpiece.
I've never heard of the idea of guilds organising flights: I should think that master guildsmen had more to lose than agricultural laborers from relocation. Perhaps if several guilds coordinated, it could be less than massively destructive. Where did you get this idea?
Yes, the guild system and town laws often made the journeyman itinerant, but it wasn't travel that put the "journey" in "journeyman".
Epstein has an article on craft guilds in the Oxford Encyclopedia of Economic History: http://www.oup.com/us/pdf/economic.history/craft.pdf
Is there some way I can contact you?
When a developer find herself working in a company that undervalues her, she will typically react one of two ways:
1. "Individualistically": Such developers might begin by bargaining for better terms at their company, but they are quick to leave the company to 1) consult, 2) join/found a startup, or (following way in the distance) 3) join another company. Individualistic developers invest time in learning new technologies to stay current, because their ability to be so mobile exists primarily because they can work in such varied environments. These developers still seek large windfalls, so they "hedge their bets" - taking high-risk jobs more often than most people. Individualistic developers are probably younger than other kinds of developers.
2. "Guild-Minded-ly": Such developers will respond to workplace injustice by leveraging their connections to find another job - probably at a company with similar specifications to the one they are leaving. A guild-minded developer might be an ex-Google employee who - over the years - has built relationships with people at Microsoft and Facebook. In order of preference, such developers seek jobs with 1) another company, 2) a startup, 3) themselves (consulting). Stock options are less effective at retaining guild-minded talent, because they are not as concerned with large windfalls. Guild-minded developers are probably older than individualistic developers, and they also probably want to stay at a job for longer.
The above is probably not a 100% accurate representation of what the author was trying to say. But if it is, I don't much care for it.
While it's true that some of us are more likely to work for ourselves, or tend to be risk-averse, or desire long-term relationships with a company, I don't think the author's division of mindsets encapsulates these motivations.
There also seems to be a lot of overlap between his divisions: Both sets of developers are active in the community (individualistic developers via open-source, and guild-minded developers via whatever a guild is - and probably via open-source, too); both developers are very mobile despite attempts to retain them; and both groups supposedly represent highly talented ("10X") developers as opposed to average ("1X") developers.
I found the article interesting - though I'll need time to digest it and form an opinion. But his decision to close with an articulation of this division is strange. It seems tangential to the larger point, which is that good developers (of whatever group) are important.
But there was also an element of guild behaviour in that anyone who found themselves in a good project/company tended to bring in others.
>>While it's true that some of us are more likely to work for ourselves, or tend to be risk-averse, or desire long-term relationships with a company [...]
Basically, developers with more of a mercenary mindset are more willing to work for themselves, while developers with a more guild-like disposition tend to be more risk-averse and/or desire long(er) term relationships with a company.
Both groups definitely overlap in terms of their achievements and community involvement. But how they see themselves in the market, and more importantly how they react to changing conditions, seems to be the primary distinction between the two.
Being a Forbes article and the general audience that the author seems to be writing for, I doubt that much of this is anything new for a HN audience. However, it's probably a good radar ping/wake-up call for the more general audience.
tl;dr Polarizing divisions make it easier for people to retain information.
http://www.ribbonfarm.com/2009/10/07/the-gervais-principle-o...
This is a style of writing that should be valued more for the questions it raises than for the ones it answers. As another example, take Marshall McLuhan; much if not most of what McLuhan says in e.g. Understanding Media is somewhere between flimflam and complete bullshit... but the mode of thought starts the wheels turning, and some otherwise solid seeming cultural assumptions are questioned at their core... and at the end I’m really glad I spent the time reading it.
Witness, for instance, the rise and fall (and rise again?) of "The Long Tail." As a concept, the long tail certainly applies to some businesses. But not to all, and not nearly as successfully as the concept's author once claimed. But the business world was frenzied with long-tail fever for years on end. "Long tail" became the buzz-phrase of the day, even in companies for whom the concept made no sense whatsoever. People with no understanding of the underlying principles could, nevertheless, grasp the surface-layer metaphor -- and, in so doing, assume that they understood the whole thing. That's a dangerous mindset.
So there's a sort of Faustian bargain in all of this. Appending a nice metaphor on top of a concept increases the likelihood that the concept will be disseminated, talked about, and taken up. But, at the same time, it invites intellectual laziness and fads of half-baked thought.
As you say, the problem is just grasping the surface metaphor without examining the details. For myself, I like having the surface metaphors as a way of storing and communicating ideas, because once I’ve established that someone has a deep understanding of a concept, I can talk about it at a high level with a high data transmission rate.
He elaborates on the "guild-like mindset":
> The other kind of developer turns to guild-like structures, which serve as centers of balance-of-power politics in the constant wars against the developer-capitalists. Except that instead of taking on the dynamics of class warfare along an upper-lower dimension, the conflict takes the form of exit warfare along an inside-outside dimension. Rather than form a union to negotiate with management, the talented developer will simply exit a situation he/she does not like, and use guild-like resources to move to a better situation. Stock options are simply not as effective in limiting mobility as the power of Russian nobility to whip serfs into immobility once was.
I've tried to make sense of what that means, but I'm lost in the balance-of-power, upper-lower/inside-outside, and guild references. If someone has a moment, could they please explain this paragraph in clearer terms? Perhaps as a basic narrative of what a guild-minded developer would do when she recognizes her value?