[MUD-Dev] Emminent Wisdom
Mike Povoski
ixion at guardianwall.com
Sun Mar 24 16:49:26 CET 2002
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 at guardianwall.com
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list