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23375: Re: [MUD-Dev] Dilemmas in a (game) designer's life ?

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From: "Sasha Hart" <Sasha.Hart@directory.reed.edu>
Newsgroups: nu.kanga.list.mud-dev
Date: 17 Apr 2002 21:08:57 PDT
Organization: Kanga.Nu
[Chris Jacobson]

> It doesn't matter if it's the best thing since sliced bread, if
> nobody can buy the thing.  Rewrite what you have to, but only what
> you must, unless you have spare time.  Finish your product, ship
> it, and move on.  Apply what you learned to your next project.

On the other hand, you have the option of wearing the 'researcher'
hat. This gives you a real, legitimate justification for producing
almost nothing (except learning a lot). Remember, there are people
who do research full time, including in engineering. MUD design
seems hardly as nailed down even as engineering - although usually
the orientation of a designer IS generating a product.  In research,
your product is what you learn and communicate.

Sasha
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