game development


When game development starts, it does so with a bang. There is the concept, the crystallization of the idea, the prototype, the schedule, the forming of the tasks and to do lists and dependencies and deliverables. From the moment the game gets off the ground and the possibility of its realization crystallizes, there is a sense of urgency and a need to be with it, to move it forward, all the time. We must get to what could be.It is like a small boat on a river racing headlong toward its destination. The beauty of the shore and the passengers and things in the boat and the possibilities for the journey and even other destinations are there before it. The boat anchors or it waits because it has to or wants to, and in that time, there is little to do but explore the things in the boat or on the shore. They are there waiting, perhaps, these amazing possibilities. The boat fails to race. It slows. It stops. The reason is immaterial.In development, however, we rush. We rush headlong. I understand why. Unlike the boat, we are a commercial industry. We have deadlines and things to sell. But, we also have a choice over our pacing and when we race and when we go slow and when we go at an average speed. We seldom take these roads, though, or even consider that we have a say over our pace, though we do. We can arrive at the same finish line but go different speeds.
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