Timeline for Does giving an employee the same job on each game decrease their effectiveness?
Current License: CC BY-SA 2.5
9 events
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Feb 23, 2013 at 9:46 | history | edited | a cat |
removed platform tag
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Feb 23, 2013 at 7:33 | review | Suggested edits | |||
Feb 23, 2013 at 9:46 | |||||
Oct 28, 2010 at 16:54 | vote | accept | sjohnston | ||
Oct 24, 2010 at 5:40 | comment | added | lilserf | It definitely doesn't guarantee a crappy job - sometimes they still knock it out of the park after whining. I would also guess it reduces their effectiveness by some random percent, which starts being negligible with high-level employees. | |
Oct 23, 2010 at 17:34 | answer | added | Kevin Yap | timeline score: 11 | |
Oct 22, 2010 at 2:40 | comment | added | Latency | I think it only has a chance to decrease the effectiveness(similar to when you use the boosts) because sometimes they say, "I'll do a great job on this one" (or something of the sort) | |
Oct 21, 2010 at 15:37 | comment | added | sjohnston | If I go over there and post a question about how to make a game about game developers making a game, does the universe implode? | |
Oct 21, 2010 at 15:16 | comment | added | Wikwocket | I was about to direct you to the game-development stackexchange before I realized this is a game ABOUT game development. Does this count as metagaming? hehe | |
Oct 21, 2010 at 14:58 | history | asked | sjohnston | CC BY-SA 2.5 |