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Originally Posted by Ngruk The flaws in this comment are just, well they're just wrong. This is how the normal everyday business world thinks, and in many cases it's why things happen the way they happen.
Will our product be perfect? Nope. Will it be flawless? Probably not.
Will it be fun? Damn well better be. Will it be stable? How on earth could I spend the huge amount of money I am and then launch an unstable game? That just cannot happen and the bigger point is that we have the say in WHEN it happens. Will it be polished? Hell yes it will. We don't have ANYONE breathing down our necks to hit a release date.
Here's the thing. Doing what I did for a living, meant to me that no one on earth was ever harder on me than me. This is no different, they all get that. If we don't fall over with excitement and passion about this thing we're f'ing it up, and we wont CONTINUE TO F IT UP when/if we ever realize that. You course correct. |
I'm equally harsh on everyone so don't take this the wrong way. Making comments like those is the right thing to do from a developer; however, to actually produce those outcomes is a different story. Saying your product will be "hell yes" polished, and saying you won't continue to "F things up" if things go wrong is all fine and dandy, but until we see the goods, it's just commentary and wishful thinking.
Having seen Blizzard's talent, "infinite" funding and worked with them first-hand, even they had to face reality a lot of times when WoW approached launch and a lot of things were simply dropped and cut for later (e.g. Battlegrounds/Arenas), and a lot of mistakes were made that impacted "fun factor" or stability.
Even though no one is breathing down your necks, you do have a legitimate window of time from start of development to release to capture fans' attention and then sell them on the product then earn their loyalty. You don't see Blizzard taking 10 years on a game right? There are headaches with hardware cycles, etc, etc. It's a fine balance between choosing to delay the game further, or to settle for 90% polish and 90% fun-factor.
Prepare and expect the worse: let the fans and subscribers of your game tell you about your game. Don't tell us how your game will be XYZ until you can give us the opportunity to give you feedback on the actual game.