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<blockquote data-quote="steeldragons" data-source="post: 6137974" data-attributes="member: 92511"><p>Fair enough. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>I would dispute this as a definition of "good design." Though, I suppose it is a certain piece that could be construed as "good."</p><p></p><p></p><p></p><p>Well, yes and no. I'm all for testing ideas. They've been doing it for over a year. The truth of the matter is, as you note with acknowledging running out of time, is that the guys in charge sooner or later, need to make decisions. "We've looked at ideas for over a year. Tested out a half dozen. there's another twenty on the table? Ok, this one. This is how we're doing it. Close that chapter. Ok, what's next?"</p><p></p><p>You can not, in almost any case, simply continue on, indefinitely testing out ideas...there will <em>always</em> be MORE ideas to try!</p><p></p><p></p><p></p><p>Yes. I'm not saying there aren't. I'm saying all those things that have been getting "pins put in them" need to be pulled down off the board. Things need to be tested so they can be set! Things they've been getting tested for the passed few months to a year should be SET. So you can go continue working on different things! Not just keep throwing ideas at the wall cuz you have them.</p><p></p><p></p><p></p><p>Ok fine. Yes, I see you point and you're correct. So they don't have to tell us...or not until immediately before release...if not release itself, is that better? </p><p></p><p>My point wasn't so much the "tell us" part but the "make the decisions/get things done!" part. Nothing is going to ever be set in stone, anyway. It's D&D. A chalkboard is the best we're going to get. Things are always mutable when the actual game is in your hands. But, you can not produce and release a project that is in a constant state of flux...and at point 20 say, "OO! New idea. Let's go back and start over from scratch!" Doesn't, or in only the rarest of instances and luck, work.</p><p></p><p>Decisions must be made and adhered to...so that when you move on to other areas, things [mostly] don't break. Because you know, going into this next section/phase/element, what you already have.</p><p></p><p>This is a creative process, yes. But there's a reason why, and needs to be a line drawn <em>some</em>where, that there is a managerial structure. There are decisions needed, the proverbial buck needs to stop somewhere, that turns an amorphous creative blob into an actual solid thing...which we, in theory, can then buy and have fun playing.</p><p></p><p>Some people are able to see and do this themselves...some people need others to do it for them. </p><p></p><p>-Steel Dragons ...which is apparently a very <em>Lawfully </em>oriented genus of dragon, today.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="steeldragons, post: 6137974, member: 92511"] Fair enough. :) I would dispute this as a definition of "good design." Though, I suppose it is a certain piece that could be construed as "good." Well, yes and no. I'm all for testing ideas. They've been doing it for over a year. The truth of the matter is, as you note with acknowledging running out of time, is that the guys in charge sooner or later, need to make decisions. "We've looked at ideas for over a year. Tested out a half dozen. there's another twenty on the table? Ok, this one. This is how we're doing it. Close that chapter. Ok, what's next?" You can not, in almost any case, simply continue on, indefinitely testing out ideas...there will [I]always[/I] be MORE ideas to try! Yes. I'm not saying there aren't. I'm saying all those things that have been getting "pins put in them" need to be pulled down off the board. Things need to be tested so they can be set! Things they've been getting tested for the passed few months to a year should be SET. So you can go continue working on different things! Not just keep throwing ideas at the wall cuz you have them. Ok fine. Yes, I see you point and you're correct. So they don't have to tell us...or not until immediately before release...if not release itself, is that better? My point wasn't so much the "tell us" part but the "make the decisions/get things done!" part. Nothing is going to ever be set in stone, anyway. It's D&D. A chalkboard is the best we're going to get. Things are always mutable when the actual game is in your hands. But, you can not produce and release a project that is in a constant state of flux...and at point 20 say, "OO! New idea. Let's go back and start over from scratch!" Doesn't, or in only the rarest of instances and luck, work. Decisions must be made and adhered to...so that when you move on to other areas, things [mostly] don't break. Because you know, going into this next section/phase/element, what you already have. This is a creative process, yes. But there's a reason why, and needs to be a line drawn [I]some[/I]where, that there is a managerial structure. There are decisions needed, the proverbial buck needs to stop somewhere, that turns an amorphous creative blob into an actual solid thing...which we, in theory, can then buy and have fun playing. Some people are able to see and do this themselves...some people need others to do it for them. -Steel Dragons ...which is apparently a very [I]Lawfully [/I]oriented genus of dragon, today.;) [/QUOTE]
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