Flammable Penguins Blog The internet home of Claire Blackshaw

9Jan/120

Designing for the Untestable

Originally written for #AltDevBlog

Sometimes you’re asked to design for the untestable scenario. For instance, design a system for 10,000 players to asynchrously interact in a persistent competitive world with progression mechanics that plays out over 3 months.

Disclaimer: The entire time you are reading this remember one basic truth or else everything else contained herein is useless.

Focus on second-to-second play first. Nail it. Move on to minute-to-minute, then session-to-session, then day-to-day, then month-to-month (and so on). If your second-to-second play doesn’t work, nothing else matters. Along these lines, if your day-to-day fails, no one will care about month-to-month, either.
- Brenda Brathwaite