July 2003
- Hackers Put 'Bane' in Shadowbane vladimir cole
- Display Cheats [Was MMO Launch issues...] Phillip Lenhardt
- Display Cheats [Was MMO Launch issues...] Owen Matt
- Display Cheats [Was MMO Launch issues...] Thomas Tomiczek
- Display Cheats [Was MMO Launch issues...] ceo
- Display Cheats [Was MMO Launch issues...] Peter "Pietro" Rossmann
- Display Cheats [Was MMO Launch issues...] Daniel.Harman@barclayscapital.com
- Corba + pvm for servers? + UML + case tools Peter "Pietro" Rossmann
- Material state transformations Yuri Bazhukov
- Material state transformations Chris "Diamonds" Stewart
- Material state transformations Zach Collins {Siege}
- Material state transformations Yuri Bazhukov
- Material state transformations Nicolai Hansen
- Material state transformations Jason Murdick
- Material state transformations Travis Casey
- Material state transformations McDonald, Stephen
- Material state transformations Zach Collins {Siege}
- Material state transformations Richard A. Bartle
- Material state transformations Daniel.Harman@barclayscapital.com
- Programming Languages. Matthew Estes
- Programming Languages. Peter "Pietro" Rossmann
- Programming Languages. Matthew Estes
- Programming Languages. J C Lawrence
- Programming Languages. Christopher Kohnert
- Programming Languages. J C Lawrence
- Programming Languages. Christopher Kohnert
- Programming Languages. Bruce Mitchener
- Programming Languages. Roy Trubshaw
- Programming Languages. Richard A. Bartle
- Programming Languages. Roy Trubshaw
- Programming Languages. Richard A. Bartle
- Programming Languages. Roy Trubshaw
- Programming Languages. Peter "Pietro" Rossmann
- Programming Languages. MIKE MacMartin
- Programming Languages. Kwon J. Ekstrom
- Programming Languages. Mike Shaver
- Programming Languages. MIKE MacMartin
- Programming Languages. Peter "Pietro" Rossmann
- Programming Languages. Bruce Mitchener
- Programming Languages. F. Randall Farmer
- Programming Languages. Kwon J. Ekstrom
- Programming Languages. J C Lawrence
- Geographical space paritioning ceo
- Geographical space paritioning Peter "Pietro" Rossmann
- R: The Price of Being Male Ghilardi Filippo
- Autumn books ceo
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) J C Lawrence
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Michael Tresca
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Michael Tresca
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Marc Bowden
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Michael Tresca
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Paul Schwanz
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Jeff Cole
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Michael Tresca
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Jeff Cole
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Michael Tresca
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Crosbie Fitch
- Architecture (Cell Rebalancing) - working-sets ceo
- Internationalisation: The effect of Tongues in virtual societes Peter "Pietro" Rossmann
- Internationalisation: The effect of Tongues in virtual societes Michael Chui
- Internationalisation: The effect of Tongues in virtual societes Ghovs
- Internationalisation: The effect of Tongues in virtualsocietes David Kennerly
- Internationalisation: The effect of Tongues in virtual societes Shu-yu Guo {Laptop}
- Internationalisation: The effect of Tongues in virtualsocietes Peter "Pietro" Rossmann
- Internationalisation: The effect of Tongues in virtualsocietes Amanda Walker
- Internationalisation: The effect of Tongues in virtualsocietes Hans-Henrik Staerfeldt
- When will new MMORPGs that are coming out get original with the gameplay? Daniel Anderson
- When will new MMORPGs that are coming out get original withthe gameplay? David Kennerly
- When will new MMORPGs that are coming out get originalwiththe gameplay? Derek Licciardi
- When will new MMORPGs that are coming out get original withthe gameplay? Paul Schwanz
- When will new MMORPGs that are coming out get original withthe gameplay? Matt Mihaly
- When will new MMORPGs that are coming out get original withthe gameplay? Matt Mihaly
- When will new MMORPGs that are coming out get original withthe gameplay? Sasha Hart
- When will new MMORPGs that are coming out get original withthe gameplay? kennerly@sfsu.edu
- When will new MMORPGs that are coming out get original withthe gameplay? Sasha Hart
- When will new MMORPGs that are coming out get original withthe gameplay? Daniel James
- When will new MMORPGs that are coming out get originalwiththe gameplay? David Kennerly
- When will new MMORPGs that are coming out get original withthe gameplay? Michael Tresca
- When will new MMORPGs that are coming out get original with the gameplay? Martin Bassie
- When will new MMORPGs that are coming out get original with the gameplay? Daniel James
- When will new MMORPGs that are coming out get originalwith the gameplay? Daniel Anderson
- When will new MMORPGs that are coming out get original with the gameplay? J C Lawrence
- When will new MMORPGs that are coming out get origi nal with the gameplay? Christer Enfors XW {KS/EIN}
- When will new MMORPGs that are coming out get original with the gameplay? Snicker Furfoot
- When will new MMORPGs that are coming out get origi nal with the gameplay? Daniel.Harman@barclayscapital.com
- When will new MMORPGs that are coming out get original withthe gameplay? Jason Smith
- When will new MMORPGs that are coming out get original with the gameplay? Matt Mihaly
- When will new MMORPGs that are coming out get origi nal with the gameplay? Daniel.Harman@barclayscapital.com
- When will new MMORPGs that are coming out get original with the gameplay? J C Lawrence
- When will new MMORPGs that are coming out get original with the gameplay? Brian 'Psychochild' Green
- When will new MMORPGs that are coming out get original withthe gameplay? Christopher Allen
- R: Internationalisation: The effect of Tongues in virtualsocietes Ghilardi Filippo
- Can "non-twitch" ranged-combat be fun in a MMORPG? Daniel Anderson
- Can "non-twitch" ranged-combat be fun in a MMORPG? Paolo Piselli
- Can "non-twitch" ranged-combat be fun in a MMORPG? Zach Collins {Siege}
- Can "non-twitch" ranged-combat be fun in a MMORPG? John Buehler
- A system for lives, death, old age, PK and perma death Eamonn O'Brien
- A system for lives, death, old age, PK and perma death Kyuss
- A system for lives, death, old age, PK and perma death Sasha Hart
- A system for lives, death, old age, PK and perma de ath Smith, David {Lynchburg}
- A system for lives, death, old age, PK and perma death David H. Loeser Jr.
- A system for lives, death, old age, PK and perma death Sasha Hart
- A system for lives, death, old age, PK and perma death Eamonn O'Brien
- RE:When will new MMORPGs that are coming out get original with the gameplay? Mike Mormando
- Online Gamers become enemies in the Real World Rayzam
- Online Gamers become enemies in the Real World J C Lawrence
- Online Gamers become enemies in the Real World Peter Tyson
- Online Gamers become enemies in the Real World Vincent Archer
- Online Gamers become enemies in the Real World Travis Nixon
- Online Gamers become enemies in the Real World Daniel.Harman@barclayscapital.com
- Multithreading/accept? MIKE MacMartin
- Multithreading/accept? MIKE MacMartin
- When will new MMORPGs that are coming out get original with gameplay? Daniel Anderson
- Java servers and hacking ceo
- Understanding MMOGs ceo
- R: Internationalisation: The effect of Tongues invirtualsocietes Ghilardi Filippo
- A proposed new law of online world design buddy@riseup.net
- A proposed new law of online world design Marc Bowden
- Inside eGenesis: The Simulation of Power and Politics J C Lawrence
- Inside eGenesis: The Simulation of Power and Politics Chris Holko
- Inside eGenesis: The Simulation of Power and Politics Matt Mihaly
- Inside eGenesis: The Simulation of Power and Politics Andrew L. Tepper
- Academic rejection of male/female paper Castronova, Edward
- Academic rejection of male/female paper Tess Snider
- Academic rejection of male/female paper Castronova, Edward
- Academic rejection of male/female paper Richard A. Bartle
- Academic rejection of male/female paper Castronova, Edward
- Academic rejection of male/female paper Richard A. Bartle
- Academic rejection of male/female paper Marian Griffith
- Academic rejection of male/female paper Amanda Walker
- Academic rejection of male/female paper Ren Reynolds
- Alternate Business Models Ben Tolputt
- To Kill an Avatar kennerly@sfsu.edu
- To Kill an Avatar Ren Reynolds
- To Kill an Avatar David Kennerly
- To Kill an Avatar Ren Reynolds
- To Kill an Avatar Castronova, Edward
- To Kill an Avatar Daniel Anderson
- To Kill an Avatar Matt Mihaly
- To Kill an Avatar David Kennerly
- Natalia? Richard A. Bartle
- When will new MMORPGs that are coming out get original with gameplay? Daniel Anderson
- Thailand curfew Richard A. Bartle
- Counting Massive Multi Players David Kennerly
- Counting Massive Multi Players Koster, Raph
- Counting Massive Multi Players Castronova, Edward
- Counting Massive Multi Players Jeremy Gaffney
- Counting Massive Multi Players Madrona Tree
- Counting Massive Multi Players Jeremy Gaffney
- Counting Massive Multi Players Daniel.Harman@barclayscapital.com
- Counting Massive Multi Players Lars Duening
- Counting Massive Multi Players Jeremy Gaffney
- Counting Massive Multi Players Jeremy Gaffney
- Counting Massive Multi Players David Kennerly
- Metrics for assessing game design [was: When will new MMORPGs that are coming out get original with the gameplay?] ceo
- Looking for Paul Schwanz Richard A. Bartle
- Does anyone know the subscription numbers on SWG? Daniel Anderson
- Does anyone know the subscription numbers on SWG? Jason Murdick
- Does anyone know the subscription numbers on SWG? Chris "Diamonds" Stewart
- R: Counting Massive Multi Players Ghilardi Filippo
- Metrics for assessing game design hart.s@comcast.net
- Metrics for assessing game design Matt Mihaly
- Metrics for assessing game design Ron Gabbard
- Metrics for assessing game design Jeremy Gaffney
- Metrics for assessing game design Ron Gabbard
- Metrics for assessing game design ceo
- Metrics for assessing game design katie@stickydata.com
- Metrics for assessing game design Damion Schubert
- Metrics for assessing game design katie@stickydata.com
- Metrics for assessing game design ceo
- Metrics for assessing game design Paul Schwanz
- Wanted: Lead Designer and Lead Technical Artist Matt Mihaly
- BBG's a link to the past Corpheous Andrakin
- BBG's a link to the past Edward Glowacki
- BBG's a link to the past Paul Schwanz
- BBG's a link to the past ceo
- BBG's a link to the past DomQ
- Value of PvP avatars (was: To Kill an Avatar) Castronova, Edward
- Value of PvP avatars (was: To Kill an Avatar) Robert Lemos
- Value of PvP avatars (was: To Kill an Avatar) Richard A. Bartle
- Value of PvP avatars (was: To Kill an Avatar) Rob Lemos
- Value of PvP avatars (was: To Kill an Avatar) katie@stickydata.com
- Value of PvP avatars (was: To Kill an Avatar) Amanda Walker
- Value of PvP avatars (was: To Kill an Avatar) Marian Griffith
- Value of PvP avatars (was: To Kill an Avatar) Boyle, Paul
- Value of PvP avatars (was: To Kill an Avatar) Paul Schwanz
- Value of PvP avatars (was: To Kill an Avatar) Paul Schwanz
- Value of PvP avatars (was: To Kill an Avatar) Brendan O'Brien
- Value of PvP avatars (was: To Kill an Avatar) Ron Gabbard
- Designing Virtual Worlds Richard A. Bartle
- Designing Virtual Worlds Daniel.Harman@barclayscapital.com
- Designing Virtual Worlds Jacob Cord
- Designing Virtual Worlds Richard A. Bartle
- R: Counting Massive Multi Players Ghilardi Filippo
- Thinking outside of the room . . . ur . . . box Nolan J. Darilek
- Thinking outside of the room . . . ur . . . box MIKE MacMartin
- Thinking outside of the room . . . ur . . . box Zach Collins {Siege}
- Thinking outside of the room . . . ur . . . box Daniel.Harman@barclayscapital.com
- Thinking outside of the room . . . ur . . . box T. Alexander Popiel
- Crunch time Yannick Jean
- Crunch time J C Lawrence
- Crunch time Mark 'Kamikaze' Hughes
- Crunch time ceo
- Crunch time Derek Licciardi
- Crunch time Amanda Walker
- Crunch time Ben Tolputt
- Crunch time ceo
- Crunch time Amanda Walker
- Crunch time Derek Licciardi
- Crunch time Damion Schubert
- Crunch time Derek Licciardi
- Crunch time Matt Mihaly
- Crunch time Miroslav Silovic
- Crunch time Sean Kelly
- Crunch time Travis Nixon
- Crunch time Lars Duening
- Crunch time Scott Jennings
- Crunch time Matt Mihaly
- Crunch time Hartsman, Scott
- Crunch time Amanda Walker
- Crunch time Paul Schwanz
- Crunch time Jason Salem
- Crunch time Amanda Walker
- Crunch time katie@stickydata.com
- Crunch time John Buehler
- Crunch time Tamzen Cannoy
- Crunch time Mark Terrano {XBOX}
- Crunch time Brian 'Psychochild' Green
Mark Terrano (XBOX) wrote:
> Let me take a second to give Crunch Time a little bit of credit
> where it is due. (I come not to bury crunch time, but to praise
> him! It's a long post, I started with a couple comments but ended
> up with a soapbox)
A very insightful post. AoE2 is a classic game in my book, my GF
and I still fire up the game and play it on occasion. This is
definitely one game that wasn't ruined by "crunch".
I think Mark mentioned the biggest thing people are overlooking when
discussing game vs. application development: the elusive nature of
"fun". If you want me to make you a calculator to add, subtract,
multiply, and divide numbers, I can do it and perform a suite of
tests to make sure it works right. If you want me to create a
version of Pong with added laser guns, it's going to take a LOT
longer to do because I have to decide how to make the game fun. I
can't just write a testing harness and come back in the morning to
see if the game is fun enough or not.
What's the difference between good crunch and bad crunch? I think
it depends on the motivation for crunch, as Mark mentioned. I work
an average of 16 hours per day on Meridian 59 currently, and I love
it. I do a lot of work, and often work into the early morning on a
regular basis. Do I have to fix silly bugs? Sure, I'm hardly a
perfect programmer, designer, or writer. But, because I love the
game and want it to grow and succeed I put in long hours without
second thought. Mark says he felt the same way working on Age of
Empires.
On the other hand, bad crunch time happens when you're expected to
work long hours without the requisite passion behind it. I think
Mark Hughes mentioned his experiences working at a company that
posted hours worked on the corkboard so that people were pressured
into working long crunch periods. I had a similar experience at
3DO; near the end of a game (which was originally scheduled to take
6 months but was 2 months overdue by that time), I wanted to take my
birthday off to spend the day with my GF. Even though I had
completed most of my assigned work, my immediate boss told me that I
couldn't do that because everyone else was still crunching. So, I
had to come in on Sunday and websurf... I mean, appear busy all day
in order to get my birthday off! This expectation of crunch time
harmed the game in obvious ways, and the management didn't help
things at all.
I think a good game needs some crunch time to get it done in a
reasonable amount of time, but managers and planners can't simply
expect people to crunch for a game in order to get it out in time.
Doesn't make scheduling any easier, I'll grant, but that's my
observation.
--
"And I now wait / to shake the hand of fate...." -"Defender", Manowar
Brian Green, brian@psychochild.org aka Psychochild
|\ _,,,---,,_ *=* Morpheus, my kitten, says "Hi!" *=*
ZZzz /,`.-'`' -. ;-;;,_ Meridian 59
|,4- ) )-,_..;\ ( `'-' http://www.meridian59.com/
'---''(_/--' `-'\_) An online RPG with character - Crunch time Amanda Walker
- Crunch time Damion Schubert
- Crunch time Sean Kelly
- Crunch time Mark Terrano {XBOX}
- Crunch time Brian 'Psychochild' Green
- Crunch time Eamonn O'Brien
- Crunch time Alex Chacha
- Identifying Players (was Counting Massive Multi Players) Crosbie Fitch