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27878: RE: [MUD-Dev] Crunch time
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From: Matt Mihaly <the_logos@ironrealms.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 5 Aug 2003 07:16:14 +0000 (GMT)
References: [1]
Organization: Kanga.Nu
On Thu, 31 Jul 2003, Scott Jennings wrote:
> Plus, sucessful game companies tend to have good project managers
> anyway, who just happen to be geeks. Unsuccessful companies don't
> have crunch time, they have "When it's done" project schedules
> that tend to stretch into years.
I'll grant that we're a bit of an exception, but as a blanket
statement I think what you've said is untrue. We don't do crunch
times and we're highly profitable/successful. I'm not advocating
eliminating crunch time, particularly given the realities of market
pressures, technology advances, and publisher demands but in our
case technology advances and publisher demands are irrelevant.
--matt
"The eyes are not responsible
when the mind does the seeing." - Publilius Syrus
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