[MUD-Dev] When the interface becomes the challenge.

Travis Nixon tnixon at avalanchesoftware.com
Thu Jun 21 13:24:56 CEST 2001


From: "Caliban Tiresias Darklock" <caliban at darklock.com>
> On Tue, 19 Jun 2001 11:12:12 +0800, "Alex Kay" <yak at iinet.net.au> wrote:

>> What I don't understand is why developers insist on almost always
>> trying something different when it comes to basic control input.

> Because developers almost always think they are competent artists,
> musicians, designers, and UI specialists.

Boy, there are just so many stereotypes in here that I don't even
know where to begin.

You know what, though?  I work for a console game development
company of around 50 or so (I think...they hire people faster than I
can keep track of), and I can only think of 1 person that I know of
that even remotely resembles that stereotype.  Maybe it was more
accurate when games could actually be made from start to finish by
one person, but in case you've missed the boat, that stopped being
true many many years ago.  Of course, it is possible that the "one
man show" is still possible in free mud land, I dunno.

Yes, I am a programmer, and I take pride in the fact that I know my
way around photoshop well enough to do things like set alpha
channels when an artist forgets to.  That doesn't mean I've taken to
drawing sprites myself, much less trying to model something in 3d.
I know my capabilites and try to increase them where I can, but
realize that for most things, somebody else is better for the job.

On the other hand, give me a programming task, and I'm all over
biting off more than I can chew.  :)

Anyway, not every developer is a complete control freak.  In fact,
as far as I'm aware, very few of them are.

Of course, there's always the chance that I just ended up in a very
good place, because I can't relate any of our management (what
little of it there is) to Dilbert, either.


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