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27872: Re: [MUD-Dev] Crunch time

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From: Amanda Walker <amanda@alfar.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 4 Aug 2003 08:50:00 -0400
References: [1]
Organization: Kanga.Nu
On Sunday, August 3, 2003, at 02:19  AM, Brian 'Psychochild' Green
wrote:

> I think Mark mentioned the biggest thing people are overlooking
> when discussing game vs. application development: the elusive
> nature of "fun".

Replace "fun" by "sells," though, and it's very analogous.  Specs
and testing only go so far outside the game world as well.  I'm sure
most non-game developers have experienced "I know it's what we asked
for, but it's not what we want" and "we need you to make this list
of unplanned changes before we ship." This is what Extreme
Programming and other attempts at "agile" development processes are
aimed at--trying to manage the fact that what will make the customer
happy often cannot be spec'd out in advance, simply because the
customer doesn't know what they want.

"Done" and "works right" are just as elusive as "fun."


Amanda Walker
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