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The motivations around those kinds of factors are different for games, though.

e.g., bus factor has to be weighted a lot more highly on software that needs to be maintained indefinitely than it does on software that is going to be shipped on a fast-approaching deadline and then (probably) never touched again.

Also, bus factor's importance depends on the size of the team. In the limit case - a 1-developer project like VVVVVV - it's meaningless.



It’s not meaningless when you’re spending exponentially more time debugging random bugs due to lack of architecture (which usually implies you can’t properly test anything, too).




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