Game Development Caution

Timothy Cain
27 Sept 202313:48

Summary

TLDRIn this video script, Tim reflects on the changing landscape of game development, highlighting 'development caution' as a growing trend. He shares three anecdotes illustrating the shift from a more agile and passionate approach to one that is more cautious and corporate. Tim emphasizes the importance of taking risks and maintaining passion to prevent games from becoming mundane, and encourages developers to create without excessive oversight. He concludes by expressing concern over the impact of this caution on the industry's creativity and innovation.

Takeaways

  • ๐Ÿ“ The speaker, Tim, discusses the evolution of game development from a more personal and passionate approach to a more cautious and corporate one.
  • ๐Ÿ”‘ Tim highlights three stories to illustrate the shift in attitudes towards game development, focusing on management, task estimation, and creative discussions.
  • ๐Ÿค” He observes that modern game development is characterized by 'development caution,' with an emphasis on padding time estimates and seeking consensus, often at the cost of innovation and passion.
  • ๐Ÿšซ The first story reveals a resistance to the traditional whiteboard task assignment method, with team members threatening to quit if their names were publicly associated with tasks.
  • ๐Ÿ•’ In the second story, a simple combat AI feature request was overestimated to take four weeks, showcasing a discrepancy between the perceived complexity and the actual simplicity of the task.
  • ๐Ÿ—ฃ๏ธ The third story describes the creative and passionate discussions between Tim and Leonard, which were misinterpreted by others as arguments, reflecting a misunderstanding of their collaborative dynamic.
  • ๐Ÿ’ก Tim suggests that caution in game development can lead to fewer bugs and less stress, but it also stifles creativity and the charm of games that come from taking risks.
  • ๐ŸŽฎ He argues that the rise of microtransactions, pre-orders, and early access for additional payments are symptoms of the industry's shift towards a money-driven focus.
  • ๐Ÿ“‰ Tim laments the loss of passion in game journalism, where reviews have become more cautious and calculated to avoid controversy and generate clicks.
  • ๐Ÿ›‘ He concludes by encouraging developers to take risks and iterate quickly, rather than being overly cautious and producing mundane games that lack character.
  • ๐Ÿ”„ The resolution of the stories involves finding alternative solutions, like using Confluence for task visibility, accepting the two-week estimate for the AI feature, and continuing passionate discussions behind closed doors.

Q & A

  • What was Tim's approach to managing tasks during the development of Fallout?

    -Tim used two whiteboards to manage tasks: one for listing features or content that needed to be completed and another for the top 10 most severe bugs. Each item was assigned to a specific person, and this was done to ensure everyone knew what needed to be worked on when they started their day.

  • How did the team's reaction differ when Tim tried the same whiteboard task management method at Carbine Studios 10 years later?

    -The team at Carbine Studios was overwhelmingly against using the whiteboard method. They felt it was too transparent and would make them uncomfortable, even if names were not listed next to the tasks.

  • What was the simple combat aggression code Tim requested for The Outer Worlds and why was it important?

    -The simple combat aggression code Tim requested was a basic system where NPCs would track who had shot them and how much damage they took, then prioritize attacking the person who had done the most damage. This was important as it allowed for more dynamic and engaging combat AI that could be expanded upon later.

  • Why did the programmer initially estimate four weeks to implement the combat aggression code, and how did Tim respond?

    -The programmer initially estimated four weeks for the task, which Tim found excessive given the simplicity of the code. Tim pushed back, explaining that he had written similar code before and it should only take about 45 minutes. After a discussion, the programmer agreed to a two-week estimate.

  • What was the issue with the development team's communication style when discussing features with Leonard?

    -Tim and Leonard would get very passionate and vocal when discussing features, often raising their voices and using whiteboards. This was misinterpreted by others as an argument, causing some team members to feel uncomfortable.

  • What is 'development caution' as described by Tim, and why is he concerned about it?

    -Development caution refers to an overabundance of caution in game development, such as padding time estimates and seeking excessive approval before making decisions. Tim is concerned because this approach can stifle creativity and innovation, leading to less charming and risk-taking games.

  • How has the rise of development caution affected the game industry according to Tim?

    -The rise of development caution has led to games becoming more corporate-driven and focused on financial success, with less emphasis on creativity and unique ideas. This has resulted in more cautious game designs, microtransactions, pre-orders, and early access for additional payments.

  • What is Tim's view on the Indie game space in relation to development caution?

    -Tim believes that the Indie game space is richer in ideas because Indies tend to take more risks and have less caution. He sees AAA games sometimes borrowing features and ideas from Indie games, which can lead to a lack of originality in mainstream games.

  • How has Tim observed caution affecting game journalism?

    -Tim has noticed that game journalists have become more cautious in their reviews to avoid controversy or being excluded from early access and press events. This has led to less passionate and honest reviews, with a focus on generating clicks rather than providing critical feedback.

  • What solution did Tim implement for managing tasks in The Outer Worlds instead of the whiteboard method?

    -Instead of the whiteboard method, Tim created a personal Confluence page where he listed the top 10 tasks he wanted to focus on each week. This allowed team members to see the priorities without feeling the pressure of being publicly assigned to specific tasks.

  • What is Tim's advice for game developers regarding development caution?

    -Tim advises game developers to be passionate, take risks, and not rely on committees for approval. He encourages rapid iteration to refine ideas rather than being overly cautious, which can lead to mundane and passionless games.

Outlines

00:00

๐Ÿ“ Development Caution: The Evolution of Project Management

In this paragraph, Tim shares his experiences with game development management practices over time. He starts with a story from the development of Fallout, where a whiteboard system was used to track tasks and bugs, assigning them to individuals. This approach was effective and well-received. However, when Tim tried the same method 10 years later at Carbine, the team strongly opposed it, fearing the public assignment of tasks would lead to excessive pressure and potential quitting. The anecdote highlights a shift in team dynamics and the need for more private and less direct management methods in modern game development.

05:02

๐Ÿค” The Impact of Caution on Game Development Creativity

Tim discusses the rise of 'development caution' in the gaming industry over the past decade. He notes an increase in conservative time estimates, meetings, and a general abundance of caution that can sometimes stifle creativity and risk-taking. While acknowledging that caution can lead to fewer bugs and less stress, Tim argues that it can also make games less charming and unique. He contrasts this with the indie game space, which he believes is richer in ideas due to less caution and more risk-taking. Tim also touches on how the industry's shift towards a corporate, money-driven focus has affected game design, with practices like microtransactions and early access for additional payments becoming more common.

10:02

๐Ÿ”ฅ Preserving Passion in Game Development and Journalism

In the final paragraph, Tim expresses concern over the loss of passion in both game development and journalism due to increasing caution. He observes that new entrants to the industry seem to lack the enthusiasm and drive seen in the past. Tim recounts how he adapted to the changing attitudes by creating a personal Confluence page to track important tasks without assigning blame publicly. He also settled on a two-week estimate for a simple combat AI feature after initially facing resistance. Tim concludes by encouraging developers to be passionate, take risks, and iterate quickly to create games that show genuine passion and avoid the mundane. He also reflects on the way discussions and debates about game features have changed, with some missing out on the excitement of passionate exchanges.

Mindmap

Keywords

๐Ÿ’กGame Development Caution

This term refers to an excessive level of caution in the game development process, which can lead to overly conservative decision-making and risk aversion. It is central to the video's theme, as the speaker, Tim, discusses how this caution can stifle creativity and innovation in game design. In the script, Tim uses his experiences to illustrate how development caution has changed over time, from the whiteboard method in 'Fallout' to the resistance to such transparency at Carbine Studios.

๐Ÿ’กWhiteboard

A whiteboard is a writable surface used for brainstorming and tracking tasks, often found in workplaces. In the context of the video, Tim describes using whiteboards to list unfinished features and bugs that needed attention during the development of 'Fallout'. The whiteboard served as a visual tool for team members to quickly identify their tasks, but this approach was met with resistance when attempted at Carbine Studios, reflecting a shift in team dynamics and attitudes towards transparency.

๐Ÿ’กEgregious Bugs

Egregious bugs are significant errors or faults in a software program that stand out due to their severity or obviousness. In the video, Tim mentions a whiteboard listing the top 10 most egregious bugs as a way to prioritize and address critical issues in game development. This concept is tied to the theme of development caution, as it highlights the need for developers to be aware of and actively work on fixing major problems that could impact the game's quality.

๐Ÿ’กCombat AI

Combat AI refers to the artificial intelligence systems that govern the behavior of non-player characters in combat situations within a game. Tim shares an anecdote about requesting a simple combat aggression code for 'The Outer Worlds', which was initially estimated to take four weeks to implement. This example underscores the video's theme of development caution, as it demonstrates how even simple tasks can become over-estimated and delayed, potentially hindering progress and innovation.

๐Ÿ’กEstimates

Estimates in the context of game development refer to the predicted time required to complete a task or feature. Tim discusses the tendency for developers to 'pad' these estimates, often resulting in longer development times than necessary. This practice is related to the theme of development caution, as it reflects a conservative approach to project management that can slow down the creative process.

๐Ÿ’กIndie Games

Indie games are video games typically created by individuals or small teams without the financial support of a large publisher. In the video, Tim contrasts indie games with AAA (triple-A) titles, suggesting that indie developers often take more risks and exhibit greater creativity due to less development caution. He admires the richness of ideas in the indie space, which he believes is being diluted by the cautious approach of larger studios.

๐Ÿ’กMicrotransactions

Microtransactions are small, optional in-game purchases that players can make to enhance their gaming experience, often in the form of virtual goods or services. Tim mentions microtransactions as an example of how the game industry has become more cautious and financially driven, which can impact the creative process and the integrity of the game design.

๐Ÿ’กRisk

Risk, in the context of the video, refers to the potential for failure or negative outcomes in game development due to taking innovative or unconventional approaches. Tim argues that the rise of development caution has led to a decrease in risk-taking, which he believes is detrimental to the charm and uniqueness of games. He encourages developers to embrace risk to foster creativity.

๐Ÿ’กCorporate-Driven

The term 'corporate-driven' describes a business model or approach that prioritizes profit and shareholder value over other considerations. In the video, Tim reflects on how game development has shifted towards being corporate-driven, with a focus on financial success and marketability, which can lead to a more cautious and less creative development process.

๐Ÿ’กPassion

Passion in the video represents the enthusiasm and dedication that developers bring to their work, which can drive innovation and creativity. Tim expresses concern that the rise of development caution is causing a loss of passion in the industry, as developers become more focused on avoiding risks and meeting corporate goals rather than pursuing their creative visions.

๐Ÿ’กIteration

Iteration in game development refers to the process of refining and improving a game through multiple cycles of testing and feedback. Tim advocates for rapid iteration as a way to quickly evolve game ideas and overcome the limitations imposed by development caution. He believes that the ability to make and learn from mistakes is crucial for creating engaging and unique gaming experiences.

Highlights

Tim discusses the concept of 'game development caution' and its impact on the industry.

A retrospective on the whiteboard system used during Fallout's development for task and bug tracking.

The resistance to the whiteboard system at Carbine Studios, with employees threatening to quit.

The simplicity of the combat AI code requested for The Outer Worlds and the programmer's four-week estimate.

Tim's pushback on the programmer's estimate and the subsequent discussion about the task's complexity.

The tension between Tim and the lead programmer over the combat AI code's development timeline.

The creative and passionate discussions between Tim and Leonard that were mistaken for arguments.

The observation of increased development caution over the past decade in the gaming industry.

The potential negative effects of caution on game creativity and charm.

The shift in game development from personal expression to corporate-driven profit.

The rise of microtransactions, pre-orders, and early access as a result of corporate influence.

The importance of the indie game space as a source of fresh and risky ideas.

The caution observed in game journalism and its impact on honest critique and passion.

Tim's call to action for developers to create games with passion and not be hindered by excessive caution.

The resolution of the whiteboard issue by creating a personal Confluence page for task tracking.

The eventual acceptance and understanding of Tim and Leonard's passionate discussions as a part of their process.

Tim's reflection on the changing nature of game development and the need for passion amidst caution.

Transcripts

play00:02

hi everyone it's me Tim today I want to

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talk about something that for a lack of

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a better phrase I'm going to call game

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development caution

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before I start and tell you three

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different stories

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they're a little different but then I'll

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tell you what I'm thinking about

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when we made Fallout towards the end

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when we were really trying to get it out

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we had two white boards

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one white board had a list of

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features or content that weren't done

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yet that really needed to get in

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and the other whiteboard had

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a list of what the 10 most egregious

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bugs were

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and next to each person next to each one

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of these on these two different

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whiteboards were listed the person who

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was assigned to it

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we did it in a whiteboard like this so

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that people could come in the morning

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and look at it because this predated

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jira or Confluence or anything like that

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they could come in look at the

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Whiteboard and go oh I see something I

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need to jump on

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worked fine

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I don't think I heard any complaint

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about it people liked getting stuff off

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of that if they saw something I was like

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I'm on that today

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try doing the exact same thing

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10 years later

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at carbine

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overwhelmingly

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people said

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no do not do that I will quit if you do

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that

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if I see my name on that whiteboard I

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will quit

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and I said well what if we don't put

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people's names next to it I'll still

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quit people will know it's me

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story two

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when we're making the outer worlds

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I wanted to put in this is

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probably a year end of year two so we're

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still a year away

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the combat AI wasn't really in yet so I

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asked for a very simple combat

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aggression code to be added

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it was this is how simple it was

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every time an NPC got shot

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they would see if that person was on the

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list of someone who'd shot them

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if they weren't they'd add them to the

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list which they matter with the amount

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of damage they just took if they were

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already on the list they'd just add the

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amount of damage they took

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whenever they're deciding who to attack

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they attack the person at the top of the

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list

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that's it that's all I wanted keep in

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mind

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the advantage of that basic AI you can

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make lots of changes later you can make

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them

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that it has the the one at the top of

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the list if it's different than the

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person you're attacking the damage has

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to exceed

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the damage of the person attacking You

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by a certain amount before your change

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targets you can take distance into

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account you can take whether you can

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reach them into account whether you have

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a ranged weapon into account all that

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comes later that's all I wanted

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uh it got put into the programmer

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production query queue and came back

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with an estimate of four weeks

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I pushed back saying

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the code I asked for was very simple

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I've written it before

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would take about 45 minutes it's

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basically

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there's already a callback when you get

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hit that's when you look to put them on

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the list and there's a callback there's

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a call when you want to pick a Target

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that's when you look at the list and see

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which one you want to attack that's it

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the programmer who got signed to came to

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me and said I need four weeks and I'm

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like why walk me through what you're

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going to do and he goes you don't

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understand and I was like I've coded

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this three times walk me through it and

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he wouldn't

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he left he left angry lead programmer

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came back started

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yelling at me saying if he says he needs

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four weeks he needs four weeks and I'm

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like then I will do it I'll have it done

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before lunch and he said no because no

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one then people will have to support

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your code I'm like well let me walk

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through I'm going to walk you through

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what I want and you tell me why this

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takes four weeks he looked at what I

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wrote which was about 10 lines of pseudo

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code on a whiteboard and he goes I'll

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come back he came back about an hour

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later and said what about two weeks and

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I said do I have any options here

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fine two weeks

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Story three

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Leonard and I talk about features all

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the time whether it's dialogues or

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system mechanics or story

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setting we get very into it

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our voices may be raised

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we're jumping out of our chairs to draw

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things on whiteboards we're pacing back

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and forth

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I know I've mentioned this before but

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Anthony Davis showed up at our door and

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said you you guys have to stop yelling

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everybody's getting nervous it's like

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Mom and Dad are yelling at each other

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still don't know who he met with Mom but

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we explained that just us talking we're

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not mad but we're trying to tease apart

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exactly what to do and we're getting

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into it

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so

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what do those three stories have to do

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with each other

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I'm starting to see in the industry I

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shouldn't say starting

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in the last decade the last quarter of

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my career I'm starting to see this rise

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of what I can only call development

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caution an abundance of caution

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of

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padding estimates

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uh time estimates of

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wanting to go around and check with a

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lot of people to see if something's okay

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asking should we do this I'm not sure

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let's have a meeting

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frequently

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people would want to have a meeting to

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discuss something and those were the

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very people who would say we have too

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many meetings I can't get any work done

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now caution can be a really good thing

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if it leads to less bugs less stress

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also I get the fact that because games

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cost more now

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your people are approaching it with this

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sense of caution because

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you're not just going to be out a little

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bit of money you're going to be out a

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lot of money if this game doesn't do

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well

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the thing that worries me though is

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games can also be a lot worse because of

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caution and everybody who's cautious

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kind of denies that they're like no

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it'll we're reducing bugs we're in Pre

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increasing life work balance people are

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less stressed and I'm like true but with

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but you're also taking a lot less risk

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in a game

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which in many games I think give them

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less charm and yeah even games that have

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Jank have a lot of charm my games have

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had Jank uh I know people talk about

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Jank and other games you know things

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where the AI acts in a bizarre way in

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certain circumstances or NPCs say weird

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things or do weird things

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it can be Charming

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but things have changed and I know

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games have gone from being

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an expression of an idea of an of like

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artwork from a particular

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person or group of people into a

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corporate driven

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money-seeking instrument and I get it

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there's a lot of money going into these

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in a way though I would argue they

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always were you always were making these

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with the idea that you know I hope it

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sells a lot we make money but now

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designs are being driven by this that's

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why we have microtransactions it's why

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we have

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pre-orders it's why we have

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what we're starting to see lately where

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games are if you pay a little more you

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can play it a few days or even a week

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early

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now you can't always get blame the

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the

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Publishers or the Developers for this if

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people didn't pay for it they wouldn't

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do it it's like spam if everybody

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stopped answering spam tomorrow it would

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go away but because a tiny percentage

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does it's there for everybody to see

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but so I'm not really talking about the

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money driven part I'm talking about how

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the caution is dampening down the ideas

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it's why I want to double down on this

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I've always thought the Indie space is a

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lot richer in ideas

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probably not money certainly not money

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but they're much richer in ideas because

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they take less they take they have less

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caution and take a lot more risk and

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unfortunately what I see then is

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um

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aaa's that dip into indie games for

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features and ideas

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by the way it's not just Publishers and

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developers that I see all this caution

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with I've seen a huge rise in caution in

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game journalism

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it's become the norm that

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no one what no journalist wants to risk

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getting into an embargo situation where

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they're not given a an early access code

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so they can't write their reviews

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earlier than other people

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they're worried about not being invited

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to press events or

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you know junkets I think they're called

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so a lot of them have gone a lot more

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cautious in what they say I really miss

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the reviews

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I'll name a couple like Scorpio in the

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80s and 90s at desklock in the 90s and

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early 2000s because

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those two people those two reviewers

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said what they thought

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if you put out a game they

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secure you for all the things that were

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wrong with it but then they praise you

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for everything that's right with it now

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it's sort of like well we really like

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this but they don't want to like really

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double down on it because it may be

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something people don't like so like

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let's say a journalist loves the

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diversity in the game he may go well I'm

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not going to say that that much because

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I don't wanna

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come across as being pandering and also

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some people yell when you talk about

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that so I just see a lot of the passion

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drain out of game journalism

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and they're really just trying to go for

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what can what kind of review can I write

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that generates the most clicks

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and I guess this worries me because if I

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see this everywhere if I see this in

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Publishers and developers and now

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new people entering the industry they

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don't have this passion anymore so

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you know what's the moral of all this

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I've got I want to tell people just go

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and make it make what you want you don't

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need a committee to sign off on it you

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can always go back and change it or if

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you make something and it turns out not

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to be good at all and unsalvageable

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throw it away but that that rapid

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iteration to get to some really good

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idea is a lot better than just being so

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cautious

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that you basically creep up to a very

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mundane

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game

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that doesn't show any kind of passion in

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its development people can tell people

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can tell

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so I started with stories let me end

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with those three stories and

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how they kind of got resolved

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so

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I didn't even try to do the Whiteboard

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solution when I made our worlds what I

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did is I made my own Confluence page

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called

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like I was Tim kaine's top 10 or

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something it was in my Confluence space

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and I wrote here are the 10 biggest

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things I once looked at this week and

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there were a few producers who would

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look at that page all the time what was

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great about this solution nobody could

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come and complain to me about it because

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it was in my Confluence space

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my own personal but public Confluence

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space

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also I'd like to point out that anybody

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could go to jira at any time and say

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what are the 10 most

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High prior highly prioritized bugs and

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who are they assigned to

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so we already had that whiteboard

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virtually

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but somehow it was okay that it wasn't

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called attention to

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for the combat aggression code I think I

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settled on two weeks and I think it got

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done faster than that great I got it

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I don't think I asked for anything after

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that I didn't go and specifically ask

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for anything because I realized that I

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was being viewed as some sort of ogre

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when I knew something could be done

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faster

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and there was no solution to it which is

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why years ago I started thinking oh this

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is becoming a problem

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same thing with Leonard not yelling each

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other we just kept doing it we're like

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it's our office we shut the door we're

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not mad at each other but this is the

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way we get things done

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note noted that people know some people

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don't like it we won't get things done

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like that with you and let me tell you I

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think there were people who felt like

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they missed out on not being parts of

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those conversations some people would

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come over uh Charlie

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um had his office right next door

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and he would the lead designer on on

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outer worlds and he would come in

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sometimes and join in great

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other people didn't do that you missed

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out and I think you missed out on some

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really fun

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active engaging conversations about game

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development

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but that's the way things are going so

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I'm not sure I have a great solution

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other than telling people reminding

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people to be passionate but I just kind

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of want to talk about this because it

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kind of ties into bigger teams and

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longer development time

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bigger budgets just this whole game

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development

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caution that's rising up in the industry

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so there got that off my chest

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Related Tags
Game DevelopmentIndustry TrendsCreative PassionProject ManagementRisk TakingCautious EstimatesIndie GamesCorporate InfluenceGame JournalismDeveloper StoriesPassion vs. Caution