I found the spirit of article a bit narrow-minded for all the reasons mentioned here already.
It did however make me think of an almost opposite activity for the next time I interview someone:
Pick a difficult trick question (like Binary Tree reversal but harder/arcane) that neither of us can solve, and spend some time working on the problem together with the candidate.
After all, solving problems together (directly, or indirectly) is what we'll be doing day to day.
This might not be a good idea, but I'll definitely try it out once and find out.
This is grossly misleading. What I'd love to see is a chart that shows tax-paid-per-dollar-earned. I know it won't tell the whole story, but it'll tell a straight story.
Yes, as in any field I'm sure there are scammers out there, or even just poorly conceived programs. So maybe what we need is a review site for these academies.
The author neglects to mention the wonderful feeling of having your code successfully compile and come to life. For some it is a special kind of high that makes all the 'construction work' worth while.
There's also no mention of the thrill of the hunt for the right abstractions - which can be both intellectually and emotionally stimulating.
The less these two factors come into play, the less motivated one would be to sit in front of a computer and click those keys all day long.
If you're set on finding out, and if you require the structure that an academy provides, and you understand the financial implicatios, then don't let this article dissuade you from trying.
Great little resource for building your first game.
That said, the term 'Mechanic' in game design has multiple meanings. My favorite is in context of Dynamics and Aesthetics, as explained here - (pdf) http://www.cs.northwestern.edu/~hunicke/MDA.pdf
Right, to my taste it's a better game (though very differently tuned beyond the puck-through-a-gap idea).
More than anything I was trying to respond to the parent's question about why the game works at all, especially compared to so many bad single-switch games in the app store.
(In writing this I just realized - Maverick Brid is not a single switch game like Flappy Bird. Not that it matters - even without the dive key it's superior).
By making the collision predictable [edit: interestingly, larger than I would have imagined needed], the gamer knows exactly why he/she failed. There's 'honesty' in the directness that most games lack (and therefore gamers crave).
And then - by allowing a quick restart, any frustration is overshadowed with the desire to try again.
There are other interesting fine-details. For example, notice when the bird starts to dive (an experience game developer pointed it out to me). It happens when the bird goes under the last flap-point. This allows for a much deeper control system than the one-switch interaction suggests. This depth is intuitively grasped by the gamer on some level, providing more fuel to try again.
At the same time, I'm happy Mitchell and Webb stayed in comedy rather than attempt to cure cancer.
If you feel a calling to a particular space or venture, follow it - even if its Angry Birds. On the other hand, if you think your calling is in medicine, think well before attempting a go at this "golden age of entrepreneurship", as chances are you'll regret not doing what you love.
Why is it important that the founder is from Goldman Sachs?
I'm especially curious because GS is mentioned in the title of the post, which suggests it must be important to the poster and perhaps relevant to HNers.
I've just posted a couple of projects and love the way it looks. As for the live-demo part, I haven't uploaded the apps yet, wondering if you'll be streaming audio, as my apps are sound-centric (Sonic Wire Sculptor, Numby)
I worry that these kind of articles are not just annoying. They can cause real damage.
// A Dramatization //
Consider a young developer that knows a bit of PHP and wants to get started on her project. Then she (or "he", or "they" .. whatever) reads HN and finds out that PHP sucks. HN is Mecca to her, so she now spends the next 3 months figuring out that (truly) superior language. She picks whichever framework most HNers are (innocently) promoting at the time.
What she doesn't know is that those karma-gods took their sweet time to figure out 10 other things (== 1000 hours) before using said superior language and framework. It's supposed to be easy, she thinks. She gets frustrated because no-one had told her about those 10 other things. Time is running out on her savings. "I'm not a real hacker", she thinks. She never airs her project.
// End Scene //
Now run the same story, only she doesn't read HN and just codes the thing in PHP. It's actually a pretty cool project and ends up on first page of HN ...
You're judging to quickly. Take a step back and reconsider. The point is in the use-case, not the mechanics. He is allowing people to blog ad-hoc, using twitter as the glue to otherwise loose content containers. By doing this, he is extending the light(er) state-of-mind of twitting into blogging (which is otherwise a 'heavier' commitment). It's clever.
There's a lot of great advice here already. As a long-time freelancer, I'll try to add my tiny part:
I'm always amazed the influence that personal projects have on which kind of work comes through the door. There's a reason why many companies have a public 'labs' page. Featuring these projects will pull in clients that appreciate your sensibilities (I believe these are the best clients to have).
btw - the fact that you're on the first page of HN is a good start!