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Ask HN: How to say no?

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11–13 of 13 posts

Re: Ask HN: How to say no?

#11

The Flash industry suffers the same curse. I can and do remove games and even entire accounts from my distribution feed. One thing I did do to mitigate it is to let individual people have their own personal listings so people can still get their games if they're explicitly looking for them. Ultimately you have to just man up, ignore the details and don't even bother telling them why they're rejected - that sucks for…

Indeed, there is such a low barrier of entry to creating games these days with kits and drag / drop interfaces available. It is great for the developers starting out, but generally speaking content made in this manner lacks the polish that is required to stand out.

Re: Ask HN: How to say no?

#12
What if you tell them one specific thing to work on (whatever their major downfall was), and then be vague about the rest? Then, even if they insist that that one problem area was actually good, you can point to the part that vaguely says something like "Though your game is not a suitable match to our site for a few reasons, [we suggest you work on blah blah blah]..."

I don't have any experience with rejecting people in this situation, but I know it would be nice as a developer to have something to try to improve after a failure/rejection.

Re: Ask HN: How to say no?

#13

If you provide a check-list or other criteria, be prepared for a world of pain. There will be people who claim they qualify, and they won't let go. They really, really won't let go. They will harrass and harrangue you, they will call you liar, cheats, thieves and worse in public, and they will question your parentage and, what's worse, your ethics and morality. And they won't stop. I speak from experience. You may ch…

I guess that explains Apple's app store policy.
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