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> However I was shocked to learn that the game was not playable until very late, how could this allow any meaningful testing and feedback before going live?

This is a leadership and management problem, it doesn't actually have to be this way and is also why it can be hard to push back on requests that don't make sense because it's hard to tangibly demonstrate the issues when the game just doesn't function. And worse because games are a creative project watching something you've worked on for ages suddenly come together is a really compelling feeling and can be successful so the issue perpetuates until the grenade goes off in your hand.

I also think you're reading too much into the phrasing ten years on. In particular when he's speaking on behalf of his lead at the time rather than anything he directly said.



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