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by jmull
3255 days ago
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Well, wait a minute. The author started with a simple, fun-to-play game, worked on it iteratively until it reached a certain level, did a release push, and continued to iteratively improve the game. (I realize that "fun-to-play" is subjective, but that's the author's call at that point.) I'm trying to see how this is fundamentally at odds with what you're thinking the approach should be? If you, as the creator of a game, think dealing with the lag is necessary to making your game fun, then how could you possibly justify not resolving it prior to release? |
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I'm not objecting to him addressing the lag, I'm objecting to him resolving it first. Until you've built something people want to play, addressing lag (and similar tertiary problems) is solving a hypothetical problem for a hypothetical player. And it may well be wasted effort, if you never nail the core product. But if you approach it from the other direction, as most game devs would, you know with a greater degree of certainty whether you should spend the time polishing. You either nail the core mechanics of the game and know that your polish work is justified in bringing the product to market, or you discover you don't have a product at all and avoid wasting your life solving imaginary problems.
Because even side projects are resource constrained. He missed a vacation with his wife. This is tragic, and happens all too often when you approach a product from a technical perspective prematurely.