Comment by janoc

3 years ago

>He throws this in as well, and I think it's if anything a more important quote. I think anyone working in a creative industry would like for there to be a process whereby you can 'fail fast' and realise that you aren't making something that's fun or meaningful, but from my experience, such a mechanism really doesn't exist.

Oh they do. But they don't fit with the classic waterfall model of publishing where you pitch a title to a publisher, publisher gives you some money, you work your butt off for a few years, deliver the title to the publisher, it goes on sale - and gets panned to the ground because this or that.

Feedback, fast iteration, etc. exists and are applied also in game industry. But it is usually the indies, working with their supporters and fans who release alpha/early beta versions of their games often and then work with the feedback which gets integrated for a future version.

E.g. Factorio is a great example of this. Or Christopher Tin (the composer who made the Grammy winning soundtrack for Civilization) works like this - releasing bits and pieces of his upcoming work to fans and supporters early - and using the feedback he gets as he goes.

With big buck AAA titles you don't have this except for NDAed closed beta testing and sometimes focus groups. But those rarely are your core audiences. And even when the testers say the title is bad/not ready, it gets overruled by the publisher/management because missing the Christmas sale would be disastrous ...