What if I told you that a dev group with a sensibly-limited social-club flavor is where I arguably did my best and also had my happiest memories from? In the midst of SOME of the "socializing" (which, by the way, almost always STILL sticks to technical topics, even if they are merely adjacent to the task at hand) are brilliant ideas often born which sometimes end up contributing directly to bottom lines. Would you like evidence of social work cohesion leading to more productivity and happier employees? Because I can produce that. (I'd argue that remote work has negatively impacted this.)
But yes, I also once worked at a company (Factset) where the CTO had to put a stop to something that got out of hand- A very popular game at the time basically took over the mindshare of most of the devs for a time, and he caught them whiteboarding game strategies during work hours. (It was Starcraft 1 or 2, I forget. But both date me at this point.) So he put out a stern memo. Which did halt it. And yeah, he was right to do that.
Just do me this favor- If a dev comes to you with a wild idea that you think is too risky to spend a normal workday on, tell them they can use their weekend time to try it out. And if it ends up working, give them the equivalent days off (and maybe an extra, because it sucks to burn a weekend on work stuff, even if you care about the product or service). That way, the bet is hedged on both sides. And then maybe clap them on the back. And consider a little raise next review round. (If it doesn't work out, no extra days off, no harm no foul.)
I think your attitude is in line with your position (and likely your success). I get it. Slightly more warmth wouldn't hurt, though.
> What if I told you that a dev group with a sensibly-limited social-club flavor is where I arguably did my best and also had my happiest memories from?
Maybe you did, and as a developer I am sure it is more fun, easier, and enjoyable to work in those places. That isnt what we offer though. We offer something very simple. The opportunity for a developer to come in, work hard, probably not enjoy themselves, produce what we ask, to the standard we ask, and in return they get paid.
But yes, I also once worked at a company (Factset) where the CTO had to put a stop to something that got out of hand- A very popular game at the time basically took over the mindshare of most of the devs for a time, and he caught them whiteboarding game strategies during work hours. (It was Starcraft 1 or 2, I forget. But both date me at this point.) So he put out a stern memo. Which did halt it. And yeah, he was right to do that.
Just do me this favor- If a dev comes to you with a wild idea that you think is too risky to spend a normal workday on, tell them they can use their weekend time to try it out. And if it ends up working, give them the equivalent days off (and maybe an extra, because it sucks to burn a weekend on work stuff, even if you care about the product or service). That way, the bet is hedged on both sides. And then maybe clap them on the back. And consider a little raise next review round. (If it doesn't work out, no extra days off, no harm no foul.)
I think your attitude is in line with your position (and likely your success). I get it. Slightly more warmth wouldn't hurt, though.