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	<title>Comments on: Development 13 years ago</title>
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	<link>http://blog.jayway.com/2008/09/22/development-13-years-ago/</link>
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		<title>By: Mattias Ask</title>
		<link>http://blog.jayway.com/2008/09/22/development-13-years-ago/comment-page-1/#comment-15</link>
		<dc:creator>Mattias Ask</dc:creator>
		<pubDate>Fri, 03 Oct 2008 07:50:39 +0000</pubDate>
		<guid isPermaLink="false">http://blog.jayway.com/?p=314#comment-15</guid>
		<description>This is really cool! I know it is not the focus of the article, but I just had to google GF2... from Wikipedia:
&quot;[...] the magazine Amiga Power declared it the second best game of all time&quot;. 

How cool is that?!</description>
		<content:encoded><![CDATA[<p>This is really cool! I know it is not the focus of the article, but I just had to google GF2&#8230; from Wikipedia:<br />
&#8220;[...] the magazine Amiga Power declared it the second best game of all time&#8221;. </p>
<p>How cool is that?!</p>
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		<title>By: Joakim Back</title>
		<link>http://blog.jayway.com/2008/09/22/development-13-years-ago/comment-page-1/#comment-14</link>
		<dc:creator>Joakim Back</dc:creator>
		<pubDate>Fri, 03 Oct 2008 07:47:54 +0000</pubDate>
		<guid isPermaLink="false">http://blog.jayway.com/?p=314#comment-14</guid>
		<description>This post might either be stating the obvious, or be a very personal view of things. But here goes;

I find it is easier to be creative given a set of limitations, which can act as a foundation to base your solutions on.
As you say, having too many options creates a world of choices having to be made before even getting to solving or implementing anything.

It helps me to accept that sometimes it is better to just get started with something and adjust it later, than to be afraid of making the wrong choices.

Also, I find it crucial to have clear goals and to define carefully what you are trying to achieve, otherwise it&#039;s near impossible to filter out what best suits your task at hand.

By knowing your task well you are emulating the foundation of limitations that comes somewhat naturally with hardware such as the Amiga, and your creativity will have something to work from.

Personally though, I wouldn&#039;t mind if you decided to simply develop for an Amiga emulator since you are obviously very talented with it.</description>
		<content:encoded><![CDATA[<p>This post might either be stating the obvious, or be a very personal view of things. But here goes;</p>
<p>I find it is easier to be creative given a set of limitations, which can act as a foundation to base your solutions on.<br />
As you say, having too many options creates a world of choices having to be made before even getting to solving or implementing anything.</p>
<p>It helps me to accept that sometimes it is better to just get started with something and adjust it later, than to be afraid of making the wrong choices.</p>
<p>Also, I find it crucial to have clear goals and to define carefully what you are trying to achieve, otherwise it&#8217;s near impossible to filter out what best suits your task at hand.</p>
<p>By knowing your task well you are emulating the foundation of limitations that comes somewhat naturally with hardware such as the Amiga, and your creativity will have something to work from.</p>
<p>Personally though, I wouldn&#8217;t mind if you decided to simply develop for an Amiga emulator since you are obviously very talented with it.</p>
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