2 ms·
I've seen Spector tell this story a few times, and the point as I understood it was that the team was shocked and dismayed to realize that the game they'd worke
by djur 3y ago
I've seen Spector tell this story a few times, and the point as I understood it was that the team was shocked and dismayed to realize that the game they'd worked on so hard wasn't fun. They ended up tossing out big chunks of their original design document in order to make the changes necessary to make it fun. The lesson was "don't let your grand plans distract you from making a fun game", not "don't worry about making a fun game, focus on your grand plans".