bugs (was RE: [MUD-Dev] players who "take away from the game")
Thu Nov 11 15:00:49 New Zealand Daylight Time 1999
Holly Sommer wrote:
> On Thu, 11 Nov 1999, Ola Fosheim =3D?iso-8859-1?Q?Gr=3DF8stad?=3D =
> > Adam Wiggins wrote:
> > > On Thu, 11 Nov 1999, Ola Fosheim Gr=F8stad wrote:
> > > > Note 3: Some designers are inclined to call design flaws =
> > >=20
> > > They are. So are errors in the terrain (for example, a =
> > > a door which claims to have a large lock on it, but trying to =
> > > unlock the door reports that the door has no lock), or anything =
> > > which breaks the consistency and enjoyment of your game world.
> > A bug is usually considered (for historical reasons) to be a defect =
> > implementation, not the design. It's when you didn't write what =
> > intended to write. Or in the historical context, when a wire has =
> > accidentally removed (by a bug :9.
> > That's how I use the term anyway.
> At work here, I've heard more than one engineer refer to bugs as=20
> "features without the tuxedos."
Yep -- there's an old programmer's cartoon about this. Bugs can be =
flaws, logic flaws, or simple errors in programming. Splitting hairs
between design flaws and implementation flaws is a programmer's way of
looking at the world: the user sure doesn't care if you meant to do =
not. If it doesn't work the way it *should*, it's a bug. =20
And, to return to the previous discussion, if a bug is known and =
repeatedly uses it to their own advantage, well, they deserve whatever =
get in the end.
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