The three terrifying minutes that created The Gunstringer
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Re: The three terrifying minutes that created The Gunstringer
#2I always sort of imagined this seat-of-the-pants type behaviour was unique to tiny indie shops & that you grew out of it once you became a 'real business', but I'm sure you'd kick yourself if you blew a big opportunity like that.
Anyway, can we extrapolate from this story and assume that most innovative game studios are geographically situated near vibrantly decorated restaurants?
Re: The three terrifying minutes that created The Gunstringer
#3Re: The three terrifying minutes that created The Gunstringer
#4I think you need Guts, wide knowledge and the skill to create synergies at an instant to do this.
Very Ninja!
Re: The three terrifying minutes that created The Gunstringer
#5On the other hand, I'd much rather a client pitch a great idea that's technologically infeasible than just come up with something spur of the moment that they deem possible. If you start the conversation at, "This mechanic may not be possible, but the rest of the game is great," then you can discuss how to change the mechanic or maybe an engineer will have some brilliant insight about how to do the impossible. At the…
Re: The three terrifying minutes that created The Gunstringer
#6On the other hand, I'd much rather a client pitch a great idea that's technologically infeasible than just come up with something spur of the moment that they deem possible. If you start the conversation at, "This mechanic may not be possible, but the rest of the game is great," then you can discuss how to change the mechanic or maybe an engineer will have some brilliant insight about how to do the impossible. At the…
Re: The three terrifying minutes that created The Gunstringer
#7Re: The three terrifying minutes that created The Gunstringer
#8On the other hand, I'd much rather a client pitch a great idea that's technologically infeasible than just come up with something spur of the moment that they deem possible. If you start the conversation at, "This mechanic may not be possible, but the rest of the game is great," then you can discuss how to change the mechanic or maybe an engineer will have some brilliant insight about how to do the impossible. At the…
This is why engineers generally don't make good sales people: the desire to tell the whole truth is usually too strong. The world of software is an incredibly dynamic space, so sales and marketing can use a little of that to their advantage. :)
Re: The three terrifying minutes that created The Gunstringer
#9Re: The three terrifying minutes that created The Gunstringer
#10On the other hand, I'd much rather a client pitch a great idea that's technologically infeasible than just come up with something spur of the moment that they deem possible. If you start the conversation at, "This mechanic may not be possible, but the rest of the game is great," then you can discuss how to change the mechanic or maybe an engineer will have some brilliant insight about how to do the impossible. At the…
Any pitch that starts with "this may not be possible" (even if that is inferred) is going to quickly get turned off by anybody who listens to pitches all the time. This is why engineers generally don't make good sales people: the desire to tell the whole truth is usually too strong. The world of software is an incredibly dynamic space, so sales and marketing can use a little of that to their advantage. :)
It's impossible to know with 100% accuracy if a great idea will be possible or not. This is one of the reasons why I like the Lean Startup stuff so much, where you can be honest (with yourself, at least) about doing just enough to prove if something is possible/marketable/whatever before investing years and millions into it.