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22598: [MUD-Dev] Emminent Wisdom

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From: Mike Povoski <ixion@guardianwall.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 24 Mar 2002 16:49:26 -0500
Organization: Kanga.Nu
As written in Trials, Triumphs & Trivialities #65: The Wilderness of
Your Intuition by Shannon Appelcline:

> My best suggestion is to learn the lessons that we've discovered to
> date.

>     - Build a Team. Don't try and go it alone. Instead form a group

>     - Include a Coder. We give up. You're not going to just build a

>     - Form the Team into a Community. Once you have a team you need

>     -; Be Aware of Time. Making a game will take a while, especially

I learned these things several years ago from browsing mud usenet
groups, and reading the responses to newbies posting about what it
takes to make a great mud.  I see this advice come up again from
time to time.

> These were external developers who were going to be using the
> tools Skotos had built to create their own game worlds. It was a
> great idea, and Skotos did have the tools to pull this off. Castle
> Marrach, after all, had been developed by a handful of
> non-engineers.

Well, a "handful" would constitute a team in this case, wouldn't it?
and Skotos did have someone building "the tools to pull this off",
right?  It is no wonder then that Castle Marrach launched
successfully.  I would guess that the development of Castle Marrach
followed the four bullet points above quite well.

I'm curious as to what made Skotos think Joe Admin could build a
game _without_ a team, a coder, a community, and a time commitment.

On a related note, if I may be so bold as to offer some advice of my
own to anyone running a business: if you want your employees (or
consultants, or "external developers", or whatever you want to call
them) to be productive, pay them.

-mike
http://www.polishcat.com/murpg
ixion@guardianwall.com


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