[MUD-Dev] Crunch time

Travis Nixon tnixon at avalanchesoftware.com
Thu Aug 7 09:55:56 CEST 2003


From: "Sean Kelly" <sean at ffwd.cx>

> No reason why not.  Feature creep is the result of unrestrained
> techno-fetishism, and if it results in dates slipping that is the
> result of bad planning.  I understand that consumers are fickle,
> but I can't think of a single game in my top ten that was anywhere
> near the bleeding edge.  Look at Diablo 2 for goodness sake.  If
> things are so disorganized that sand-lines are being drawn then
> the disaster isn't looming it's already happened.

Just a quick side note.

I've seen Blizzard games used as examples a couple times on the no
crunch side, primarily as low-tech games that were insanely popular.

I just want to point out that Blizzard games don't really fit on
that side of the equation.  From what I've heard, Blizzard is one of
the crunchiest companies in the industry.  Which shouldn't be
surprising, since Blizzard's success has always been about iteration
and polish.  They keep trying things til they get it right, and they
apply polish liberally.  Their time is not spent dealing with
technology advances, and dealing with the incredibly huge number of
seemingly minor details, and more importantly, their time is spent
getting to fun.
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