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Scientists get a million Linux kernels to run at once

In fact, the industry trend is away from the old school of monolithic, up-front design, in favor of iterative design patterns that incorporate real-time analysis and feedback--what they call agile development.
 
In general, though, I've found that software development methods don't translate all that cleanly to the games industry... problem being when you have non-programmers in the mix as well the differences in workflow can cause, lets say, issues. Which is why I have a few prepared rants against Scrum :p
 
Taken out of context, apparently:

George Broussard said:
"Duke Nukem Forever has substantially more on paper from the start because it's a much more cohesive and large game. But people who write 300-page design docs beforehand are wasting their time. The game design process (for most) is an evolutionary process. You refine and redesign as you go, learning and making things better. It's insane to write a 300-page doc, then just make the game. There is no way you can think of every cool idea before you make the game, and you have to be flexible enough to roll with the punches and add and refine ideas as you go, all according to the timeline."

Well then, He really should have learned when to say 'no' or 'wait until the sequel/expansion pack' on the large amount of ideas the teams must have been getting...

Also, that's not the quote I read in the textbook but, I'm willing to give the benefit of the doubt here. I've been misquoted before. That's why I don't speak to media organizations.
 
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