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“It’s done, there is no way back. We tried, we failed”

kickstarter.com

121–130 of 392 posts

Re: “It’s done, there is no way back. We tried, we failed”

#121

"But changing gameplay from 2D to 3D had a major impact on overall development cost (we found out a little too late)" Not to pile on, but this was very surprising to me... how could you not know that this would have a major impact?

This is common in any project. Optimism is like a 9 year old boy at a cake/pie buffet. You should expect there to be vomit.

Re: “It’s done, there is no way back. We tried, we failed”

#122

Earlier quoted context omitted.

> Since the regular salary is $24k Where did you take this number from? Try at least, the bare minimum, double that in Western Europe for anyone calling themselves a game developer

Lol. I work as a programmer in one of the largest studios in the UK and make $30k/year. Games industry is brutal with wages.

That'll be why every non-gaming software company has a bunch of ex-game developers who now make indie games in their own time...

Re: “It’s done, there is no way back. We tried, we failed”

#123
post #42

It's interesting that failure articles seem to always go up to #1 on HackerNews. Why is that?

My own theory: people who work in the computing field learn heavily from failure, and this is driven in deep into our practices early on.

Think about when you first started learning to program: write code, attempt to compile, FAIL, make some adjustments, FAIL again, make more adjustments, successful compile. Execute, FAIL, make more adjustments, etc. This rapid failure/remediation cycle is somewhat unique, as it opens us to try new and innovative things without fear of failure: failing is just part of the learning process. Since failure is "cheap", we tend to gravitate to sucking up all information about failures, in the hopes of learning from it.

Now think about most other trades: cooking/carpentry/plumbing/etc. When you fail, there are material losses. So that learning curve is expensive, and you often apprentice and learn from someone doing it correct, rather than trial and error (though you get a bit of both for sure).

I suspect this is the same reason when really interesting Post-Mortems are posted, they shoot up, and lots of positive commentary around them. We all consume it, in hopes they prevent us from writing the same one in the future.

Re: “It’s done, there is no way back. We tried, we failed”

#124

I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong! When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago. I tell inexperienced entrepreneurs to take their honest best estimate and multiply by 10. Or, as Mark Cerny (our producer on Crash) used to tell us, "add one an…

What does "AAA Game" mean anyway? I'm a bit lost on the definition. Wikipedia says: > In the video game industry, AAA (pronounced "triple A") is a classification term used for games with the highest development budgets and levels of promotion. A title considered to be AAA is therefore expected to be a high quality game and to be among the year's bestsellers. By definition, a budget of $75k + 6-10 people wont make an…

The video game industry makes ~2x as much as the film industry [1], so imagine production on a scale comparable to (or possibly even exceeding) that of big-budget Hollywood movies.

[1] https://www.quora.com/Who-makes-more-money-Hollywood-or-the-...

Re: “It’s done, there is no way back. We tried, we failed”

#125

Earlier quoted context omitted.

> Since the regular salary is $24k Where did you take this number from? Try at least, the bare minimum, double that in Western Europe for anyone calling themselves a game developer

Lol. I work as a programmer in one of the largest studios in the UK and make $30k/year. Games industry is brutal with wages.

Please quit. If not out of self respect, then to protest these horrid rates for software engineers everywhere.

Re: “It’s done, there is no way back. We tried, we failed”

#126
post #44

Earlier quoted context omitted.

Issues with estimating, particularly something like this, mostly comes down to meta-ignorance: you don't know what you don't know. Given a particular problem of a similar sort to something he's worked on, an experienced engineer will be able to list 10 different issues that might crop up. An inexperienced engineer won't know of those potential problems and will just see the most optimistic path possible. When you're…

I like that term 'meta ignorance'. It is important to realize that ignorance isn't "bad" it can be fixed by learning, but its good to know that you have it so you can start fixing it. The other aspect of this that I see, even in seasoned engineers, is the 'presumption of simplicity'. Some things look really simple, but inside they are actually quite complicated. A smart phone is just a screen, a computer, a battery a…

> I like that term 'meta ignorance'.

Yeah, it's descriptive. I think I re-purposed a term from an academic paper that referred to meta-stupidity: stupid people are too stupid to know that they're stupid.

They did an experiment where they got people taking an exam to guess what mark they were going to get. In general, the lower scoring people in the exam over-estimated their mark more than the smart people.

Re: “It’s done, there is no way back. We tried, we failed”

#127
post #46

I'm actually finding it reassuring to see some of these 'our project failed, sorry' messages coming up. It reassures me that kickstarter is actually being used to fund new things, rather than just as a marketplace for existing products, where you don't even have to have found any capital up front.

That's a very good point.

I hope that backers take it the same way. New stuff is risky by definition - and KS has funded some pretty major successes on risky projects too (Oculus).

Re: “It’s done, there is no way back. We tried, we failed”

#128
post #44

I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong! When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago. I tell inexperienced entrepreneurs to take their honest best estimate and multiply by 10. Or, as Mark Cerny (our producer on Crash) used to tell us, "add one an…

Issues with estimating, particularly something like this, mostly comes down to meta-ignorance: you don't know what you don't know. Given a particular problem of a similar sort to something he's worked on, an experienced engineer will be able to list 10 different issues that might crop up. An inexperienced engineer won't know of those potential problems and will just see the most optimistic path possible. When you're…

https://www.quora.com/Engineering-Management/Why-are-softwar...

Re: “It’s done, there is no way back. We tried, we failed”

#129
post #43

Earlier quoted context omitted.

Agreed. I don't understand how they can not give anything at all to all the people who poured money into their kickstarted. What does it say about crowdfunding?

It says that people don't understand what Kickstarter is: you are investing in a project, not buying a product. Investments carry risk.

True, but seriously the "we have everything ready in our basement but you can't get it cause we can't buy stamps" is f-ing lame.

And as the previous poster mentioned, how do you not put this money aside to reward people who gave you money?

Re: “It’s done, there is no way back. We tried, we failed”

#130

I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong! When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago. I tell inexperienced entrepreneurs to take their honest best estimate and multiply by 10. Or, as Mark Cerny (our producer on Crash) used to tell us, "add one an…

"estimate and multiply by 10"

Reminds me of these rules:

- Multiply by π for small, known teams, doing a new job,

- by π^2 for unknown teams,

- and √π for known teams who have already started, know their work and have a good track record.

From http://alistair.cockburn.us/The+magic+of+pi+for+project+mana...

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