My chief takeaway from the 4 pages of this guy's ambiguous, even occasionally evasive, language is that he really doesn't understand very much about the game his team is trying to make. From his description of the working atmosphere and philosophy, I rather got the idea that there's too much "creative freedom"...without an overarching vision. Which can sometimes lead one to re-invent wheels which don't really need tinkering. I suppose this kind of environment can sometimes produce an extraordinary gem (as many seem to regard S2...I gotta check this game out sometime soon), but is probably going to somewhat fall short of the mark more often. Because after all...where really IS the mark? Muddling one's way to "90% Metacritic" seems a dangerously tunnel-visioned method.
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