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by Hauthorn
445 days ago
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I think you work in different domains. Expecting a good outcome is different from expecting to get exactly what you intended. Formal specifications are useful in some lines of work and for some projects, less so for others. Wicked problems would be one example where formal specs are impossible by definition. |
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For games, you don't really need nor desire formal specs. But it also can really show how sometimes a director has a low tolerance for interpretation despite their communication being very loose. This leads to situations where it feels like the director is shifting designs on a dome, which is a lose-lose situation for everyone involved.
If nothing else, formal specification is for CYA. You get what you ask for, and any deviation should go in the next task order or have been addressed beforehand.