I am digging through some old emails, for a presentation I am giving in a few days ...
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(All those comments are from one guy who I was trying to get to do the art for the game. There are many more!) People have no idea (a) how much work it is to get a game done (b) how hard it is for many people to understand the thing, if it's not a thing they already know.
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(c) Peoples' perception of the quality of a thing depends very much on surface-level features, even if they are supposed to be a professional whose job is to see beyond these. (e.g. the first phone conversation with the Steam guy who rejected the game in a fairly demeaning
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manner, which is why the game launched on XBLA and didn't come to Steam until way later). If your game doesn't look good and sound good, most people will assume it's had little effort put in, so will not see good design or unusual ideas; they will just seem weird and unappealing.
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I presume this translates to all other art forms as well. You can of course get lucky despite your thing not looking good or sounding good, but polish can help you tremendously.
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End of conversation
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wowwwwwwwwww what? ... what? ok I'm floored
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I had SUCH a hard time finding people to work on the game....!
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"may be a programming help" good lord how could somebody think that time reversal was implemented in as a debug tool.
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the nightmares of "helpful feedback" emails.
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I feel like this guy was trying to emotionally bully you into hiring him...
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"The game industry is not forgiving."; or full of assholes.
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Sands of Time had already proven a form of rewinding in 2003!
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