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by npinsker
751 days ago
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> It’s better to spend more time on a game to ensure everything is feature complete, rather than releasing something sooner and iterating on it over time. This element differentiates the work of Technical Artists and Software Engineers, and it seems to apply to games as well. Every part of this is completely opposite my experience. I’m totally baffled how this was a take-away lesson. |
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Take Half-Life as an example. The team realized it wasn’t great after multiple years of development, and ended up essentially rebuilding it over the course of another year or two. To quote Gabe Newell, “Late is just for a little while. Suck is forever.”
Your take is spot on for SaaS apps and enterprise software that’s subscription based: ship early, ship often, and iterate fast.