
How Reckless Executives Betrayed Destiny: A deep dive.
Used my management and leadership education to sort through this for you guys

Used my management and leadership education to sort through this for you guys
Tl/dw: if youre faced with downtime for your team as a leader, theres a difference between busy work to fill the clock and productive work that builds skills and future capabilities. I compared ffts rumor/proposition system to xcom chimera squads benched unit system to illustrate the difference, referencing Marcha exploration va exploitation concept. Not a case for eliminating down time, more like a guide to how to have people not feel like theyre doing pointless busy work.
Link here if interested in watching: https://youtu.be/bNNwAvsWjBU
Big fan of how this one has a simple, elegant design that interacts at the map level and then the unit level. Reminds me of a much more easily accessible Fantasy General
https://store.steampowered.com/app/4005630/Tide_Of_Tactics/
(Not my video)
Tl;dw - the errand/rumor/proposition system in Final Fantasy Tactics isnt as impactful to the campaign as the similar system in xcom chimera squad is. This is a useful parallel to examine how managers can utilize and consider downtime within their orgs. This is mainly a video for managers and leaders interested in theory, people that want to understand their manager's perspectives better, or people that are aspiring to someday be leaders.
Have been really enjoying this playthrough of a roguelike remake of what feels like a blend of fire emblem and shining force.
Not my video.
Is this screaming graphic design is my passion or are we getting to something compelling here?
Happy to take any feedback. (If you're interested, the core idea im writing about is how managers and leaders can best utilize slack and downtime instead of just assigning useless busy work. Yes. Extremely niche, i know)
Especially the system that handles agents that arent being deployed. I thought it was interesting how the game gives idle units a purpose or other things to do, but it feels like the overall reception for the game was lukewarm at best.
If you played Chimera Squad, what systems do you think it did best compared to XCOM 2 and what would you want to port over to the next iteration of XCOM from Chimera Squad?
My biggest complaint with fft was how constrained only fielding 5 units was. You collect all these fantastic unique units, monsters, and they all just kinda sit on the bench and do nothing.
If you had a seat in the design room, what would you have suggested?
Think this ones got the juice guys. Free beta download able on steam
Made an explainer for how corporate cultures feel in different sized orgs for those of you that might find this information useful. Spoiler: Necrons are massive corporations like Apple Link to video essay
Im writing a video essay explaining slack management as a manager in terms of either fft proposition system or xcom chimera squad side mission system. i need help figuring out how to communicate that w my thumbnail. any ideas?
Where do you think your current company falls into? Admech? Necron? Or something I hadnt even considered?
Using the differences between the Adeptus Mechanicus and Necrons, I explained how management, leadership, and cultural fit works inside of companies of varying size. I mostly argue that the admech are individualistic and very much like startups, and Necrons are so overwhelmingly homogenous at lower levels that they're basically giant companies like Apple where you must eat breathe and sleep the corporate culture or perish
Link if this is your particular cup of tea: Youtube Link
I will explain how admech and necrons demonstrate different corporate cultures and how to utilize that understand in your own career
A video essay for aspiring leaders and managers about how to effectively utilize emotional functionalism. A useful skill for people not on the management track as well, but hopefully you find it useful.
I used DCSS to partially explain how emergent strategy happens (or -should- happen lol) to managers and leaders and thought you guys might find it interesting as well. Up for any feedback too if this type of content is something you're particularly interested in
This episode is about how small groups become interpersonal systems, then procedural systems, then administrative systems. I used Rim World Early Game to Mid Game as two levels and then Victoria 3 as a global system.
Still one of my fav osts.