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Article #6117

Re: Why Origin Sucks (various bitchings)

#6117
From: rgr... Robert Shannon Gregg
Date: Wed, 20 Sep 1995 00:00
28 lines
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In article <43gdkl$8...@senator-bedfellow.MIT.EDU>, dst...@ATHENA.MIT.EDU (Daniel J Starr) writes:
|> Don't mind Aaron's yelling and screaming too much.  We've seen it for
|> years now:  whenever any program doesn't live up to every expectation 
|> on Joe Fanboy's PC, Joe will say...
|>  
|> "This is the fault of LAZY PROGRAMMERS."
|>  
|> Now, I doubt even Joe Fanboy really thinks anyone at Origin is lazy.  
|> What's really bugging Joe Fanboy:  he can see how much Origin is capable
|> of when it comes to graphics, and sound, and video... so why can't they
|> be as brilliant when it comes to the _game_ itself?

Well, there's a very good reason why programmers can't be brilliant when it 
comes to gameplay.  And that's this:

THE PROGRAMMERS DON'T DESIGN THE GAME.

This work is done by team leaders, marketers, play-test folks, management, 
even old RG himself.  But the programmers, the ones who try to implement 
slick code, or better yet, well-thought-out code (since "slick" code almost
always becomes more of a pain than it's worth), are NOT involved in the major
design decisions.  So every time I see some dweebie posting about how "blah 
blah, these coders are lazy, blah blah, need more efficient code", it makes 
a statement to me that this person knows NOTHING about how game development
is done.  Or any kind of software development for that matter.  'Nuf said.

Underworld Dragon
  --=(UDIC)=--
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From: rgr...@GS201.SP.CS.CMU.EDU (Robert Shannon Gregg)
Subject: Re: Why Origin Sucks (various bitchings)
Date: 1995/09/20
Message-ID: <43pjc6$61c@cantaloupe.srv.cs.cmu.edu>
X-Deja-AN: 110446335
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references: <43fd37$6rb@regiss.optera.com> <43gdkl$8g5@senator-bedfellow.MIT.EDU>
organization: Carnegie Mellon University
newsgroups: comp.sys.ibm.pc.games.action,comp.sys.ibm.pc.games.rpg,alt.games.ultima.dragons,comp.sys.ibm.pc.games.adventure,comp.sys.ibm.pc.games.misc
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