It's not a perfect analogy but I view this as the equivalent of "most college players don't make the NBA." You shouldn't expect the majority of people to succeed at a very hard thing.
maybe performance could be part of a package where you try to take on one of those players. like, hey, look at how much more responsive our thing is than theirs. Might be a nice plus, but that's not going to be sufficient.
what you did if you were really successful as a PM is you got promoted into being a director and then all of a sudden it was like don't be hands-on anymore. Your goal goal is just to coach and guide. And so, we took all of our A players and then promoted them out of doing things.
And you have to have a robust and resilient supply chain. You cannot just depend on one or two player in different geographical. And so, I think, you know, the more and more people going to realize making in United States is critical.
the regulation gets extremely difficult and mundane and expensive that could actually lead to more igopoly and I think some of the players know that and are begging for regulation.
players who are also commentators give better commentary than people who are just commentators. Stock analysts who never invest have zero skin in the game.
Um in general the semiconductor supply chain has not right it's lived through the booms and bust and uh we can talk a bit more about it but basically no one you know some players as of very recently have like woken up but in general no one really sees demand for 200 gawatts a year of AI chips or you know trillions of dollars of spend a year in the semiconductor supply chain.
You can you can take the margin like Nvidia takes the margin. memory players are taking the margin, but ASML has never risen the price more than they've increased the capability of the tool. Um, and so in a sense, they've always provided net benefit to their customer.
Which is, you know, you’re the game designer who’s playing God, and players are the ants in your ant farm, and you want to see what they’re gonna do, which is not the correct way to be a good multiplayer designer.
And what makes an MMO, massively multiplayer online game, massive is having the other people there. And they’re so important or else the world feels kind of wrong and dead. But the concept that we have to force you to interact with them to do anything is very off-putting to a lot of people.
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