- Aug 7, 2019
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and by his opinion and if that was really the case, all the devs would do precisely that; They would end a project abruptly to dodge a ban. Passion burns out, people lose interest, stories don't click the way you imagined them (although I do agree, you should bare minimum understand how your story is going to flow before you start your programming stage), etc. there is a multitude of things that can happen, but "one strike, you're out" turns into harboring bad practices. If you give zero flexibility, then it leaves people to do usually the most drastic and bad way of dealing with something.I actually agree with him. I'm so fucking tired of half the devs here rebooting their game mid-development. Have none of these fuckers ever prepared a rough draft before starting development? It's the most basic writing advice ever.
I have far more respect for devs that actually finish their mediocre games (note: "finish", not just end) than devs rebooting their games every ten minutes hoping to capture perfection. Because, newsflash, them games will probably end up with mediocre finishes anyway.
But they never get finished, do they? The dev imagines some slight with their games; it agitates them (also probably because the middle of any project is the hardest to keep author interest going after the initial excitement is gone), something that clearly didn't agitate their audience because the project is relatively successful, then they stop any and all momentum their game got going to reboot. Probably gaining very little extra audience in the meantime while the original audience waits hands clasped for several years just to get to the same fucking point the author left it on by which time 99/100 of these devs abandon the project.
It's all so tiring.