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Legendary Failures of Legend, Part Two

Posted Feb 03, 2010 by Jon Wood

Legendary Failures of Legend, Part Two

Last week, Scott Jennings used his column this week to remind us of "some of the most spectacular MMORPG flameouts." This week, he takes a step back and looks at how those failures were preventable.

Scott Jennings

"Scope": Knowing When To Say When

The root cause of most MMO failures is something which not only isn't very obvious to people outside of development, but, in the eyes of MMO players, can be a failure in and of itself.

In project development, it's called "scope", which means what you're aiming to accomplish with your project - the design, for lack of a better word - and part of the triad of what is needed to bring a project to completion (scope, time and budget). All three of these are possible points of failure - but two of them, time and budget, are painfully obvious when you run out of either. If you run out of time, you either ship too early (which can be fatal in and of itself) or you cancel your project. If you run out of money, well, that's about the most concrete way to fail possible - if you can't make payroll and rent, you are done.

Read Legendary Failures of Legend, Part Two.

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