It seems much more fruitful to build on the ideas that have already
been presented than to continue demanding more and more of the the
next new thing.

I'm sure others at VPRI have all kinds of other interesting ideas, but
I find this debate to be quite a waste of energy and focus. If I want
a constant stream of half-baked ideas, there are plenty of other
places to go for that.

Steve

2010/12/20 Murat Girgin <[email protected]>:
> Perhaps someone from VPRI should comment and explain their reasons of not
> releasing much, and certainly not often.  That way we might have a more
> concrete discussion around facts (and hopefully avoid potentially incorrect
> analogies).
> -Murat
>
> 2010/12/20 Ondřej Bílka <[email protected]>
>>
>> On Mon, Dec 20, 2010 at 09:42:28PM +0800, Brian Gilman wrote:
>> > >
>> > > No, I do not accept this. I do not think it is in the project's best
>> > > interests, I do not think it is in computer science's best interests,
>> > > and I do not think it is in the public interest. That is why I am
>> > > "banging on the door" (nice phrase) and trying to persuade them
>> > > otherwise. (Note: not "complaining".)
>> > >
>> >
>> > You aren't banging on the door, or persuading anyone of anything, you
>> > are coming off like an abrasive person with the social skills of a computer
>> > engineer.
>> >
>> > Just because you believe that "Release early, release often" is the best
>> > release strategy, doesn't mean that everyone at VPRI does.  I work in video
>> > game development, and it's a pretty much suicidal strategy for releasing
>> > games.  "A delayed game is eventually good, a bad game is bad forever." --
>> > Shigeru Miyamoto
>> Good as duke nukem forever?
>> >
>> > It's very hard to shake bad first impressions,  and there are times when
>> > you don't want people to see something until it's polished, or you have
>> > something cool to show.  Otherwise the bad first impression will color the
>> > public's perception of your project for the rest of its lifetime.
>> >
>> > I'm skeptical that releasing a bunch of source code for something that
>> > has been described as being on "life-support", announcing to the world that
>> > there has been a revolution in computing, and then have it not work on a
>> > majority of machines, is really the optimal strategy for success.
>> >
>> > VPRI is getting public funding, but $5 million usd isn't a heck of a
>> > lot.  To put that into context, these days, that isn't even enough to make 
>> > a
>> > bad video game. That means that they need to make good use of the resources
>> > that they have, which means keeping focus.  Which means avoiding
>> > distractions, like having to answer a zillion questions and unreasonable
>> > demands on mailing lists.
>> >
>> >
>> >
>> >
>> >
>> >
>> > _______________________________________________
>> > fonc mailing list
>> > [email protected]
>> > http://vpri.org/mailman/listinfo/fonc
>>
>> --
>>
>> We had to turn off that service to comply with the CDA Bill.
>>
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>> http://vpri.org/mailman/listinfo/fonc
>
>
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>
>

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