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Ultra-fast release cyclesMarch 16th, 2006 |
Thought this post over at Creating Passionate Users was interesting. What if we did patch nearly daily in our MMOs? Granted, there’s such a higher level of interdependence in virtual world code than in even MySpace’s code that testing would be highly problematic, but perhaps if things are only in the game very briefly, you could minimize that.
Would MMOs be better run at warp speed, sort of like how riding a bicycle is easier the faster you are pedaling? Hmm.

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[IMG ] a virgin Originally uploaded by benbarren. An interesting mother daughter interaction about MySpace and the implications for2 week development cycles which our tech team are into. Kathy Sierra asks MySpacing daughter “why didn’t she fall in love with LiveJournal? Her answer is a lesson for software developers (especially Web 2.0-ers), and was a theme of SXSW: “myspace keeps doing what everybody
So, quick release cycles and a new plane of existence. I have to think about this some more… I’d love to hear your thoughts about any of this! [UPDATE: there's a lively discussion about how this relates to game development, onRaph Koster's blog (an excellent regular read for those interested in game design/dev)] [FYI -- I'm still not current with my emails. I'm working on it, and I'm home now for the next six weeks, so I WILL catch up.]
[...] Finally, consider rapid iterations and spend world building time when it’s paid for and immediately evaluated by subscribers rather than years before it will be used. Or, consider procedural world generation–it’ll have less character unless tweaked by hand, but can tremendous time (and money) when developing your world. [...]
[...] Raph’s Website » Ultra-fast release cycles http://www.raphkoster.com/2006/03/16/ultra-fast-rele... posted by majcher-w at 2006-03-17 15:17# [...]
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