Montag, 27. August 2012

Don't fix it, if it's broken

I talked about the buggy games some days ago. Today let's have a look on what happens when a bug was found.

Nowadays the number of bugs in online games is so high that most of them will survive the whole life cycle of the product. The most important thing about a bug is not how much it will cost to fix it but how much it will cost to not fix it. There are two simple reasons for that: On the one hand a bug that don't hinders a user to pay or makes the player leave the game is not really a problem and sometimes you manage to implement a Bloombug. On the other hand fixing bugs in online games is always expensive just because of the great code quality.

So you will fix only a few of the bugs. That's fine to me, it's your product. But from this attitude there comes the famous word "Don't fix it, if it's not broken". It mostly comes from Producers and Managers who fear costs. They always fear costs. That's why in a way THEY are responsible for the bugs and not their developers.

So if everyone went through this world with that "Don't fix it, if it's not broken" attitude we would be sitting on the trees nowadays with the club in our hands and trying to make fire with a flintstone. This is a sentence that expresses fear. It does not express any kind of security, it's only fear. Fear of change. Fear of costs. Fear of invention.

So if you fear to invest in invention how will you stay or become the market leader of tomorrow. You will always be a copy of someone who really had the courage to face the risk of inventing or discovering new things.

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