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	<title>Comments on: Quality Over Time And Money</title>
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	<link>http://www.gameproducer.net/2006/11/14/quality-over-time-and-money/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: A Girl's Guide to Managing Projects</title>
		<link>http://www.gameproducer.net/2006/11/14/quality-over-time-and-money/comment-page-1/#comment-125969</link>
		<dc:creator>A Girl's Guide to Managing Projects</dc:creator>
		<pubDate>Sun, 20 Jan 2008 10:57:02 +0000</pubDate>
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		<description>&lt;strong&gt;Carnival of project management #4...&lt;/strong&gt;

Welcome to the November 20, 2006 edition of carnival of project management.
Brandon Peele presents Leadership Revisited posted at GT.  A little too new age for me, but interesting nonetheless, especially the remarks about self-actualisation.  I&#8217;m...</description>
		<content:encoded><![CDATA[<p><strong>Carnival of project management #4&#8230;</strong></p>
<p>Welcome to the November 20, 2006 edition of carnival of project management.<br />
Brandon Peele presents Leadership Revisited posted at GT.  A little too new age for me, but interesting nonetheless, especially the remarks about self-actualisation.  I&#8217;m&#8230;</p>
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		<title>By: A Girl&#8217;s Guide to Managing Projects</title>
		<link>http://www.gameproducer.net/2006/11/14/quality-over-time-and-money/comment-page-1/#comment-21730</link>
		<dc:creator>A Girl&#8217;s Guide to Managing Projects</dc:creator>
		<pubDate>Mon, 20 Nov 2006 18:00:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/14/quality-over-time-and-money/#comment-21730</guid>
		<description>[...] Game Producer presents Quality Over Time And Money posted at Game Producer, my favourity project managment triangle. [...]</description>
		<content:encoded><![CDATA[<p>[...] Game Producer presents Quality Over Time And Money posted at Game Producer, my favourity project managment triangle. [...]</p>
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		<title>By: anttiki</title>
		<link>http://www.gameproducer.net/2006/11/14/quality-over-time-and-money/comment-page-1/#comment-21207</link>
		<dc:creator>anttiki</dc:creator>
		<pubDate>Thu, 16 Nov 2006 14:17:09 +0000</pubDate>
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		<description>Yes, it&#039;s true that if you don&#039;t have enough time or resources, the outcome won&#039;t be good no matter what. 

From what I&#039;ve read the XP people&#039;s (Kent Beck or Scott Ambler, don&#039;t rmember which book it was from, sorry) gripe with the production triangle is that it doesn&#039;t take account things like difference between people and methods. For example, if your product is bad because of some fundamental flaws of your software process, it won&#039;t automatically help if you throw more people (especially those previously inexperienced with that product) people into that mess. 

So basically the gripe is that the triangle oversimplifies a lot. And the XP people tend to value good working conditions and experienced/skilled people a whole lot more than is usual for the &quot;old-school&quot; project management genre that the triangle represents (at least in the stuff I&#039;ve read, sorry, but still no actual quote).

I&#039;ll have those books back in couple of weeks, if this topic is still valid then, maybe I&#039;ll come back with a quote ;)</description>
		<content:encoded><![CDATA[<p>Yes, it&#8217;s true that if you don&#8217;t have enough time or resources, the outcome won&#8217;t be good no matter what. </p>
<p>From what I&#8217;ve read the XP people&#8217;s (Kent Beck or Scott Ambler, don&#8217;t rmember which book it was from, sorry) gripe with the production triangle is that it doesn&#8217;t take account things like difference between people and methods. For example, if your product is bad because of some fundamental flaws of your software process, it won&#8217;t automatically help if you throw more people (especially those previously inexperienced with that product) people into that mess. </p>
<p>So basically the gripe is that the triangle oversimplifies a lot. And the XP people tend to value good working conditions and experienced/skilled people a whole lot more than is usual for the &#8220;old-school&#8221; project management genre that the triangle represents (at least in the stuff I&#8217;ve read, sorry, but still no actual quote).</p>
<p>I&#8217;ll have those books back in couple of weeks, if this topic is still valid then, maybe I&#8217;ll come back with a quote ;)</p>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/11/14/quality-over-time-and-money/comment-page-1/#comment-21184</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Thu, 16 Nov 2006 07:12:05 +0000</pubDate>
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		<description>I think the XP methodologies and agile programming contains much useful concepts on how to work. I think there&#039;s plenty of useful things and everybody can pick the parts seem good for their work. I&#039;m trying to stay away from any XP versus something else wars, and I don&#039;t really know if XP enthusiasts criticize production triangle. 

Production triangle sort of covers XP style - you cannot continue doing XP if you run out of money. If you have one week time to do fun game, no amount of unit testing can guarantee that fun. I don&#039;t see how this fit in the whole picture, as I kind of look this from the perspective where project has limited amount of money, time and the outcome is supposed to have certain quality. How you achieve that quality (whether it&#039;s XP or whatever) is different question - in my opinion. But I would gladly look at some example.</description>
		<content:encoded><![CDATA[<p>I think the XP methodologies and agile programming contains much useful concepts on how to work. I think there&#8217;s plenty of useful things and everybody can pick the parts seem good for their work. I&#8217;m trying to stay away from any XP versus something else wars, and I don&#8217;t really know if XP enthusiasts criticize production triangle. </p>
<p>Production triangle sort of covers XP style &#8211; you cannot continue doing XP if you run out of money. If you have one week time to do fun game, no amount of unit testing can guarantee that fun. I don&#8217;t see how this fit in the whole picture, as I kind of look this from the perspective where project has limited amount of money, time and the outcome is supposed to have certain quality. How you achieve that quality (whether it&#8217;s XP or whatever) is different question &#8211; in my opinion. But I would gladly look at some example.</p>
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		<title>By: anttiki</title>
		<link>http://www.gameproducer.net/2006/11/14/quality-over-time-and-money/comment-page-1/#comment-21182</link>
		<dc:creator>anttiki</dc:creator>
		<pubDate>Thu, 16 Nov 2006 06:58:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/14/quality-over-time-and-money/#comment-21182</guid>
		<description>How do you feel about &quot;them XP enthusiasts&quot; that criticize the production triangle? One example of that is that if you use test-driven development, you don&#039;t use up any more time or resources than if you wouldn&#039;t and still end up with higher quality product because of the extensive unit testing made during the development?</description>
		<content:encoded><![CDATA[<p>How do you feel about &#8220;them XP enthusiasts&#8221; that criticize the production triangle? One example of that is that if you use test-driven development, you don&#8217;t use up any more time or resources than if you wouldn&#8217;t and still end up with higher quality product because of the extensive unit testing made during the development?</p>
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