Comments on: How to Polish a Turd [...] How to polish a turd. A post about the process of developing and evolving a game concept from conception to shipping.  I have had the opposite experience from the author with publishers being the main source of change requests. [...] [...] How to polish a turd. A post about the process of developing and evolving a game concept from conception to shipping.  I have had the opposite experience from the author with publishers being the main source of change requests. [...]

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By: Harry/2011/03/24/how-to-polish-a-turd/#comment-2011 Harry Sat, 26 Mar 2011 11:00:39 +0000 [...] Fine wrote about this the other day: Don’t get too attached to anything. Be prepared to throw away key parts of your game if it [...] [...] Fine wrote about this the other day: Don’t get too attached to anything. Be prepared to throw away key parts of your game if it [...]

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By: Daniel/2011/03/24/how-to-polish-a-turd/#comment-1935 Daniel Thu, 24 Mar 2011 17:08:24 +0000 Nice post! I guess there's two points to make here: 1. Most AAA western developers want to ground every new IP in reality unless it's A) a "weird" idea they can leverage in an existing IP or B) something that will put some distance between the game they're trying to make and the game they've been charged with emulating (publisher wants a Halo killer, but this game will be different than Halo because we're adding time travel). 2. The production model breaks down early and often. There is always a rush to get into production too soon and the common misconception that somehow this will net extra months at the end for polish and celebration. At many companies, preproduction is a bit of a dirty word since publishers / management aren't impressed by silly design sketches, paper maps, blocky test levels, and competitive analysis (you guys get paid to play games all day at work?!). Nice post! I guess there’s two points to make here:

1. Most AAA western developers want to ground every new IP in reality unless it’s A) a “weird” idea they can leverage in an existing IP or B) something that will put some distance between the game they’re trying to make and the game they’ve been charged with emulating (publisher wants a Halo killer, but this game will be different than Halo because we’re adding time travel).

2. The production model breaks down early and often. There is always a rush to get into production too soon and the common misconception that somehow this will net extra months at the end for polish and celebration. At many companies, preproduction is a bit of a dirty word since publishers / management aren’t impressed by silly design sketches, paper maps, blocky test levels, and competitive analysis (you guys get paid to play games all day at work?!).

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By: Richard Fine/2011/03/24/how-to-polish-a-turd/#comment-1910 Richard Fine Thu, 24 Mar 2011 09:48:42 +0000 right here, my good man! I believe it’s $6 a tin.

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By: Charles Humphrey/2011/03/24/how-to-polish-a-turd/#comment-1909 Charles Humphrey Thu, 24 Mar 2011 09:26:53 +0000