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Published by Cobalt Katze
12-04-2005 |
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Arctic_Slicer
on
12-06-2005, 09:40 PM
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Re: How I Learned to Love the Vision
Very true. Any project that doesn't have a vision is more vulnerable to failure. While there are many projects with a poor or no vision that do well most of the ones that do best have a strong vision behind them. We could take Steve Jobs for example when he became CEO of Apple he change the way how the company worked instead of having the traditional corporation where each project goes through research then design then marketing or whatever he decided that the company had to stop that process and more together. Design and marketing are all working together and actively given each other feedback allowing them to all see the projects process the same and also allowing them to finish projects faster. This has allowed Apple to come back very well and is one again a very successful company and it is successful because Steve Jobs had a vision and followed it.
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Greymain
on
12-30-2005, 12:23 PM
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Re: How I Learned to Love the Vision
I dont think any game can be created without vision. In my view some sort of vision is implicit in putting forward any game proposal. To get decent work out of any development team requires a level of commitment to the project.
I dont think a vision includes a rule like no teleports. It is more that the vision does not include the need for teleports. |