> More generally, a job that requires fast and unexpected changes, significant skill, and is not very repetitive will be one a hacker will excel at. Repetitive, simple jobs are a waste of a good hacker, and will make your hacker bored and frustrated. No one works well bored and frustrated.
> The good news is, if you get a hacker on something he particularly likes, you will frequently see performance on the order of five to ten times what a "normal" worker would produce.
The only hard part is probably finding someone who can "print" onto microfilm these days. Might be worth talking to your local librarian, they probably know who still does it and how much it costs.
Film is incredibly durable, will easily last 100 years.
I agree with this post, though there's another factor to consider: SSD endurance. A system that swaps a lot will write more, decreasing endurance. You might need to buy a new SSD every 5 years.
under the free software philosophy (free SOFTWARE), art assets are allowed to be non-free, but stallman believes the game code itself should be free. considering games rely heavily on art, this model still lets you sell games.
To add to this: here's a source confirming the FSF are ok with non-Free game assets (and other non-functional data). [0] They single out documentation specifically, saying that documentation should be Free despite that it's non-functional. [1] See also [2].
> The good news is, if you get a hacker on something he particularly likes, you will frequently see performance on the order of five to ten times what a "normal" worker would produce.