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Beach Fallacy

This month we celebrate our store's 15th anniversary. I am happy to report in year 15 I learned from failure. Failure means I'm still trying to innovate and change things up. This particular failure was one I recently realized while speaking with a friend who just sold his business. It comes down to this: The idea you can remotely manage your business with an installed manager is temporary at best. The 4-Hour Work Week may work for a turn key business, but most businesses are not even remotely turn key.

You may have a great manager, but they won't be there forever, and the process of getting a new one trained up, will be time consuming and not conducive to lying on a beach. So even if you have the skills to train them, how fast can they reasonably achieve mastery? In general, the concept of remote management for me has gone from something I might be able to do full time to something that may be possible half the time, that half determined by chaos in my business.

So I may be able to live in Mexico, for example, six months out of the year, a random six months at that, but I better have a place to stay when it all falls apart and I have to retrain staff for six months back home. The idea you can do this all remotely, living elsewhere, is a myth.

Here are the three areas that I see, that if I were a better owner or had magic powers, I would be able to solve to extend my six month theory. If you think you have skills in how to quickly train up candidates in these areas, this is where I would pay for a consultant:

  • Gross versus Net. A bad manager will spend your business into the ground with no apparent benefit. An alright manager will spend your money on long term investments that pay off later, but still leave you in the poor house right now, as they usually don't understand cash flow. A great manager will always spend cautiously and be conscious of the bottom line and the cash needs of the business.
I was not a "great manager" of cash until I had distributions from the net profit. I became incentivized to focus on net. Unless you can incentivize someone with bonuses for producing net profit, you'll always be watching your back (which you will always do regardless). Or you may train someone to be so overly cautious with your money, they take no chances at all.
  • Tight Employee Management. A good manager sets employee expectations via an accurate job description and solid training. The manager manages those expectations through the employees tenure by means of additional training and corrective action. Then they reward or penalize employee performance based on how those results are achieved. 
Most managers, most people, can't do this. They simply can't without some very good training, and even then it's not within most peoples personality range. I can tell you from the corporate world that most managers are untrained and awful. Training a manager to master this process will ensure you always have good people, but good luck finding someone skilled at this for what you can afford and good luck developing the skills in yourself when you've probably only had bad managers.
  • Inventory Accuracy. Does anyone other than you really care if your POS system is only 90% accurate? Inventory accuracy results in better buying practices, higher sales, lower taxes, and happier customers. Yet, it is very difficult to have a manager who cares about this accuracy as much as you. It is very much tied to net profit. If you find someone outraged at inaccuracy, and they have skill in the other two areas, find a way to groom that employee for manager. 

So those are the three areas that require an owner to be involved in a store on a near daily basis. This does not mean your store sucks if this is the case. In fact, there's no reason this should harm the value of your business if, say, you wanted to sell it. Someone with these three concerns will always need to have their hand on the wheel, but it's unlikely to be an employee for very long.

HIDDEN GEMS - TOP 10 FORGETTEN FMV ADVENTURES


I'm back from a little holiday with another TOP 10 list! This time we're looking at the oft-maligned FMV adventure, complete with over-the-top acting and CD count! Not all of them deserve the bad reputation associated with the genre so I've collated some of the absolute best. Don't expect the revered likes of Gabriel Knight or The 7th Guest which are easily available to buy online. These are the forgotten gems that no-one seems to talk about anymore (if they ever did).

There's even a number of games not previously featured on the site (including QUANTUM GATE and THE CASSANDRA GALLERIES), so go check them out too!


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Mouslings!

   These are some Reaper Bones figures I bought just because I like them. The paint jobs aren't really anything fancy, but they work.




Without Map Or Compass

In the original Legend of Zelda the Map and Compass are indispensable for surviving dungeons and reaching the boss. The map shows you the layout of the dungeon and the compass positions you in it.

In the pilgrimage of the Christian life, I think the map would be the teachings of Our Blessed Lord and saviour, preserved in the Sacred Scripture and Sacred Tradition of the Catholic Church that He founded- this constitutes the way to Eternal Life.

The compass I think would be the interior life, the daily life of prayer composed of mental prayer, examination of conscience and perhaps above all, the sacrament of confession. Through these powerful means we can discern where we are headed, how we stand with regards to that map, whether we are near the end of the dungeon, close to completing it, or perhaps down a dead end.

How tragic for the worldlings and for the followers of false religions, they have neither map nor compass- where will they end up? They can send Link a thousand times round the dungeon but without map or compass they have little chance of coming out alive.

Praise be Our God and Saviour Jesus Christ for providing us with the Map and Compass in His One True Church.

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Anachronox (PC)

Anachronox logo
Developer:Ion Storm|Release Date:2001|Systems:Windows

Deus Ex-style spinning logo!

This week on Super Adventures, it's Ion Storm's fourth game (of six), Anachronox! It was supposed to come out much earlier than that, but then that was true of everything Ion Storm's Dallas studio worked on. Dominion: Storm over Gift 3 was supposed to be released in 1997 and came out a year later in 98, Daikatana was also supposed to hit shelves in 97 and was eventually finished three years later in 2000, and Anachronox was planned for 1998 and was finally released in 2001. It's not really a mystery why the Dallas studio was closed down the month after Anachronox's release, as even if the games had sold well (they hadn't) they must have been way way over budget.

The company's second studio in Austin had a lot more success with the legendary Deus Ex, and survived a few years longer to produce the considerably less legendary Deus Ex: Invisible War and a third Thief game, Deadly Shadows. Which means that during its life Ion Storm released Dominion, Daikatana, Deus Ex, Deus Ex 2, Deadly Shadows... and Anachronox. One of these titles doesn't match the pattern. They should've called this Danachronox, or Daikatanachronox.

Ion Storm was formed by John Romero and Tom Hall, who had both gotten pushed out of id Software due to creative differences. I haven't read Masters of Doom, but it seems like they wanted to be creative, while John Carmack wanted to get games finished. In fact Hall was technically lead designer on Doom, but the character-driven story he'd come up with was thrown out, because who even needs story in video games? To be fair, Doom did just fine without it, but Anachronox was Hall's project, and this time no one was going to stop him putting in all the story and characters and space adventure he wanted.

Hopefully that'll turn out to be a good thing.

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