Kurtz Intended Quotes

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People say Seattle is one of the toughest cities in which to make friends. They even have a name for it, the “Seattle freeze.” I’ve never experienced it myself, but coworkers claim it’s real and has to do with all the Scandinavian blood up here. Maybe it was difficult at first for Bernadette to fit in. But eighteen years later, to still harbor an irrational hatred of an entire city? I have a very stressful job, Dr. Kurtz. Some mornings, I’d arrive at my desk utterly depleted by having to endure Bernadette and her frothing. I finally started taking the Microsoft Connector to work. It was an excuse to leave the house an hour earlier to avoid the morning broadsides. I really did not intend for this letter to go on so long, but looking out airplane windows makes me sentimental. Let me jump to the incidents of yesterday which have prompted me to write.
Maria Semple (Where'd You Go, Bernadette)
Nobody grins more on their first day on the dev team than someone from QA. Contrary to what people believe, QA people don’t sit around playing games all day. Although they’re the first people to see new titles, one can’t describe their day-to-day routine as fun. It takes meticulous effort to write and verify bug reports. Developers fix bugs at their own pace, after which it becomes QA’s responsibility to test and verify whether the proper adjustment has been made. Some bugs are trivial or are duplicates of others; some are fiendishly difficult to solve and take months or even years to address. Other entries aren’t even bugs and are dubbed “working as intended.” When a problem is discovered by QA, it has to be verified by senior QA staff members. Josh Kurtz described nightmarish experiences he had isolating a bug that occurred whenever a player attacked a monster in Diablo II’s expansion. To eliminate the possibility that a weapon was the culprit of the bug, Josh had to attack a dummy monster using every weapon in the game, a process that took hours. Tasks like these might be split among QA people or sometimes they fell to just one unfortunate soul to sort out. After every weapon was checked, Josh reported the results. The programmers or designers would change something, and Josh would then have to retest every weapon and report results again. The developers would change something else, and Josh would need to test everything again to make sure the bug hadn’t reactivated. And again. After doing something like this repetitively for hours, for days, for weeks, and sometimes for months, QA drudgery feels less like being in a computer game company and more like a psychological experiment. These entry-level positions are minimum-wage jobs, but people endure the experience just for a chance at getting a development position, becoming a QA lead, or attaining some other non-developer position. But everyone’s goal is the same: escape from QA.
John Staats (The World of Warcraft Diary: A Journal of Computer Game Development)
were the official record of a voyage, intended to provide the owners and agents with an exact record of the voyage, including the number of whales sighted and killed, weather conditions, latitude and longitude, behavior of the crew, and anything out of the ordinary that might have happened. As such, logbooks have very little editorializing and color and make for fairly dry reading. Journals were often replications of the logbook, and the two are sometimes indistinguishable. However, journals were not turned over to the ship's agent or owner at the voyage's end, so they frequently included personal information not found in the logbook.
Peter Kurtz (Bluejackets in the Blubber Room: A Biography of the William Badger, 1828-1865)