> > Figure out how to eliminate the crunch mode in game production. 8)
>
>While those who had to work for me might disagree, I think we didn't
>really end up in an awful death march to finish the game.
Fair enough - but from what I've heard, it is a common complaint that seems to reflect bad management and also impacts negatively on product quality when over-tired people make mistakes.
> > Develop a better model for game publishing so that games like KoDP don't
> > wind up as cult unknowns. 8)
>
>That would sure be useful!
8)
> > On a more serious note behind those, lots of people complain that the
> > business model for game development -> publishing -> retail is a
> > mess. There's probably something to be gained in examining it.
>
>Isn't this the same as the previous?
It's similar but broader; obviously the actual MBA topic would need to be more focused, but the idea was to suggest the field of problems to be researched.
>(Remember, a game like KoDP is
>450 MB so it pretty much has to be on a CD, in other words a physical
>product. Despite all its flaws, retail is still a very popular way
>for people to obtain physical products. Probably right behind
>gift-receiving.)
True - but again, I hear complaints frequently that retailers screw publishers who screw developers - but you don't see a lot of thriving retailers around. Is this simply the way it has to be, or is there a better way to organize it?
[Internet delivery is an increasingly realistic option. 450Mb isn't *daunting* to me, since I have broadband - though it will still make me think twice.]
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