|0|DB Imp is off the critical path and has several weeks of slack, so adding 2 weeks to its expected duration will not affect the project completion date. Q|Check all that apply|Here is a Gantt chart for a simple project plan:



Referring to this chart, what are the task dependencies (check all that apply):|Correct. First we do QS Req, then we do DB Req and DB Des, then we can do DB Imp and DB Test in parallel with QS Des, QS Imp and QS Test, and finally we do System Test. A|QS Req must be complete before DB Req begins.|Correct|DB Req must be complete before QS Req begins. A|DB Imp must be complete before QS Imp begins.|Incorrect|DB Imp and QS Imp are on separate paths. Either one can start first. A|DB Des must be complete before QS Des begins.|Correct|DB Des must be complete before QS Des begins. A|System Test must be complete before QS Test begins.|Incorrect|QS Test must be complete before System Test begins. A|DB Test must be complete before System Test begins.|Correct|DB Test must be complete before System Test begins. A|DB Imp must be complete before DB Test begins.|Correct|DB Imp must be complete before DB Test begins. Q|Multiple choice|Which of the following factors most significantly contributed to the 14 year development of Duke Nukem Forever? A|Requirements creep|Correct|Broussard constantly added to the requirements for the project. Even late in the project, he had "no clear vision" of what the product should look like. A|Platform changes|Incorrect|Even though there were many platform changes throughout development, and these changes added to the total implementation time, the root cause was Broussard's desire to produce a cutting-edge product. A|Lack of funding|Incorrect|Miller and Broussard spent over $20M during the course of development. This should have been plenty of money to complete the product. A|Employee turnover|Incorrect|Even though there was high turnover, which no doubt slowed development, it's not enough to explain a 14 year development schedule. A|Inadequate testing|Incorrect|There was no indication that the code didn't work, just that it was never finished. A|Lack of experience|Incorrect|Broussard had previously produced successful products, so there's no evidence that his lack of experience was the root cause of the delay. Q|Multiple choice|What one factor most significantly contributed to Duke Nukem Forever finally being finished and released? A|Gearbox and Triptych taking over development|Correct|It is likely significant that Duke Nukem Forever was released less than a year after Gearbox and Triptych took over development from 3D Realms. A|Pressure from the publisher|Incorrect|Broussard flat-out ignored pressure from Take-Two several times throughout development. A|Hiring a more skilled group of programmers|Incorrect|Many of the programmers who completed development at Triptych had previously been programmers at 3D Realms, working under Broussard on Duke Nukem Forever. A|Incentive bonuses|Incorrect|At one point, Take-Two offered 3D Realms a bonus $500K if they finished development by the end of 2006. Broussard rejected this offer. A|Take-Two taking over publishing rights from Infogrammes|Incorrect|Development continued for several years after Take-Two took over publishing rights. Q|Multiple choice|In the context of Duke Nukem Forever, what does the quote "The best is the enemy of the good" mean? A|Bad software will always lose out to better software in the marketplace.|Incorrect|Bad software may or may not lose out in the market place, but published software will always make more money than software that never leaves development. A|It is crucial to produce the best product possible. "Good" isn't good enough.|Incorrect|The best software may or may not generate more sales than merely good software, but published software will always generate more sales than unpublished software. A|Sometimes bringing a good product to market is better than spending forever trying to develop the best possible product.|Correct|A bird in the hand is worth two in the bush. A|Platforms, not products.|Incorrect|The main problem with Duke Nukem Forever wasn't that they were trying to develop a product, it was that they didn't know what the product should look like. A|You should always eat your own dog food.|Incorrect|They were using other people's platforms to develop a product, so this doesn't really apply.