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Re:Wolfenstein 3D secrets revealed by John Romero in lengthy... by kqr on Saturday March 26, 2022 @11:05AM (#30812462)
While you are technically correct and I agree completely, I think your emphasis on abstraction might lead to higher (or at least more variable) cycle times rather than lower.

It sounds like you're suggesting that one spends, say, 80 % of one's creativity coming up with general, abstract problems to tool for, and then 20 % of the creativity on finding ways to apply general tools. That absolutely works, I think, if you're fine with high variability in the time you spend between each release.

What I tried to suggest is that instead you spend 40 % of your creativity on finding abstract problems to tool for, and the other 60 % of your creativity in finding ways to apply your distinctly less general tools to new situations, despite their lack of generality.

What concerns me about the high-abstraction route is that people, in my experience, have a tendency to over-abstract. To try to predict every future use case ahead of time, instead of accepting their ignorance and building for ease of change.

That is why I want to emphasise modding non-general tools rather than future-proofing tools at the design stage. Because you can't know at the design stage in which direction future innovation will go.

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