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5902: [MUD-Dev] Re: Analysis and specification - the dirty words of mud development?

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From: J C Lawrence <claw@under.engr.sgi.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 19 Jun 1998 10:39:13 -0700
References: [1]
Organization: Kanga.Nu
On Tue, 09 Jun 1998 21:56:19 -0700 
Mike Sellers<mike@bignetwork.com> wrote:

> I think you've put this extremely well.  It's unfortunate, but as
> you say, the amount of analysis and design done is often comedic at
> best.  Of course, this is hardly peculiar to hobbyist muds --
> commercial muds (I'm not casting aspersions, Raph :-) ) and indeed,
> most professional games are developed with an astonishing lack of
> analysis, and with only a passing glimpse at what in other parts of
> the software world would be recognized as actual design.

This is hardly unique to commercial MUDs.  Its rampant thu much of the 
commercial software development world.  I've been on many a project
where the __expected__ course was:  Write the damn thing, get it out
the door, and then figure out how you designed the thing (or even why
and how (if) it manages to work).

--
J C Lawrence                               Internet: claw@null.net
(Contractor)                               Internet: coder@ibm.net
---------(*)                     Internet: claw@under.engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...