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Hansi | 9 years ago

> "No prototypes. Just make the game. Polish as you go. Don’t depend on polish happening later. Always maintain constantly shippable code."

I disagree with this so much, prototypes and proof of concepts teach you so much but usually they are crap you will always write it better a second time. Throw away the prototype and re-write it as a much better implementation.

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NumberCruncher|9 years ago

For every prototype / POC thrown away there are 9 other prototypes ending up in production or getting sold as business software. If you feel the urge to write a prototype to learn something new please do not show it to your manager/sales rep!

pasquinelli|9 years ago

What if you prototype a game mechanic and it's shit?

pandaman|9 years ago

In games industry nobody ships prototypes. If you manage to put one on Steam it's not going to sell much either. And yes, writing prototypes is normal, read on "Cerny method" if you are curious.

zmb_|9 years ago

They were four people shipping multiple games a year. They couldn't afford to prototype or build proofs of concept. They had to ship.

h1d|9 years ago

Doesn't sound like a generally useful tip.

Negitivefrags|9 years ago

> If you plan to throw one away, you will end up throwing away two.

crdoconnor|9 years ago

>you will always write it better a second time.

No. You won't:

https://en.wikipedia.org/wiki/Second-system_effect

JustSomeNobody|9 years ago

Exactly. I have seen several core business rewrites that didn't make it past the "We must create the one true architecture that will allow us to keep this software from turning to spaghetti like the last one" phase.

eigenbom|9 years ago

I think there's a distinction between prototypes of parts of the game and the full game.

I remember Carmack building a prototype of the texturing system for Rage to see if it would all work, so maybe the prototyping was always just an implicit part of JC's programming.

imron|9 years ago

I think the distinction lies in always building production ready code.

You can build things to try out and experiment different modes of play or modes of rendering but the code you write should always be production ready. No taking shortcuts because "it's just a prototype".

viseztrance|9 years ago

He addresses this during QA (@28:00).

Nomentatus|9 years ago

I think that rewrites happened, it's just that they were called "the next game." If you were gonna rewrite, you might as well change the costumes and sets some, and sell to everyone all over again.

JustSomeNobody|9 years ago

Disagree or not, but it very obviously worked for them.