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Right. Yeah, the thing that people
would probably argue is that often you do find, as you're developing
stuff, is that, "Hey! This works better! And this... I didn't realize
that it was going to be so well suited to
this," or, "This doesn't work at all." But, indeed,
ideally, if we could figure more of that stuff our earlier...
DD: It's not a matter of making things
out early. So here's my dilemma: I face those decisions all the time.
As a director, when something like that comes up, it's my job to say,
"OK, we thought X was gonna work. X clearly doesn't work."
That happens all the time; I'm not trying to push this utopia where
X should always work. That's a joke. Anyone that does video games knows
that that won't work.
So then you're stuck with Y. And you
know that Y works, everyone loves Y, but instead of saying, "Y
is now going to change our direction all the way over to here,"
as a director, my job is to say, "OK, it's Y now; how does Y fit
into the direction?" How do I turn that back in, to make this the
original vision that it was supposed to be?
And if there's a point in
time where you're so off, if you're trying to go to here, and you ended
up being over there, I think you really have to say, "Should we
kill this project?" And that doesn't happen very often in our industry.
You get these sort of random, sometimes it works out, most of the time
it doesn't.
Yeah. Well, I mean, it's really,
people are definitely afraid to kill stuff. But it's funny, because
people ask, or instance, Blizzard -- I don't know if you saw their talk...
DD: I did; I liked it. Yeah.
They asked them why their games
are always good, and it's because they only release the good ones. And
someone during the Visual Fight Club... he was saying that if you look at
all of the successful, blockbuster, really good games, they were all
delayed and late. Like, they were all finished when they were done.
They tried to meet a ship date, but, you know, it wasn't the guiding
principle.
DD: Absolutely.
It wasn't the thing that ultimately
crippled them.
DD: Miyamoto-san said it right a long
time ago: "No one will remember a late game; everyone will remember
a bad game."
Yeah!
DD: And, you know -- maybe he was more
positive, that everyone will remember a good game. You know, either
way it shakes out, I hope it's pretty clear: We believe in that strongly.
We live and die by our last game. And, you know, you're only as good
as your last game. This industry is merciless, it's competitive, it's
difficult, but it's worth the effort. But I agree with that. And it's
pretty clear.
I look at -- I was listening to Mike
[Morhaime] talk today, and the other day, when he accepted the award, talked about
his family. Just wanted to go up there and hug him myself; I know what
that's like, when your family is behind you, and it's tough. It's really
tough up there.
Yeah. It's interesting that more
people don't subscribe to that. Because if you look at Valve, or somebody?
It took a really long time to get from
Half-Life 1 to 2. But was it worth it?
Yeah.
DD: It's a good game. Well, we as a
company, we don't ever want to give in. If we think something is not
working out right, we'll just take the time and fix it.
And I think
we owe that to the consumer, and to the gamer, and we work for the gamers.
Under any circumstance, or anything, in the end we have to be the people
who deliver and fix the things. It's us that's ultimately responsible.
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However it seems he and his company is doing pretty well so far. What else can someone want? How you reach it is not so important like that you reach it.
Despite I believe many organizations have some kind of mismanagement.
Anyway, this article was nice to read, but I doubt that complex stories are really necessary or needed for games. I myself play games more for fun and not for epic plots where I have to remember who the bad guy was I why I am actually killing these people now walking through the jungle. Experiencing a storyline which forms your environment and your character is very good but as I said I don't think it should be to complex for a leisure time activity (PC-Game).
We will never reach the sun if we don't first fall screaming in agony with firey wings to the hell's depth below.