Joel (Spolsky) on Software has a fine new start to a promising series of articles on software design ("Great Design: What is Design..."). His perspective is outside of game development and its industry, yet unsurprisingly, there are similarities. After all, there is software in "them hills."
How should we parse the distinctions between the design of the MMOG as game vs. the design of the MMOG as an application? As with all software -- especially those structured around deep human-computer interactions -- distinctions among different types of design (domain vs. engineering) are tricky and to a degree, artificial. In the end it is always about the art of the possible. Yet it is still worth considering these relationships from time-to-time in the hope that we may better parse the constraints imposed by one form upon the other.
Then there is a point about chickens and lipstick...
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