Observation: for each game, the developer makes choices. Without those choices, there is no game. Each choice alienates a potential segment of the market (for example, combat or competitive play will alienate those who want a Sims game). The absolute way to kill a game is to flail on those choices so in sequence every possible customer is alienated. When game developers do that, the games die.
Moral of the story: make the choices thoughtfully, accept the consequences of each choice, and *do not look back*. Going back and reversing choices makes no business sense -- you lost half the possible customers and want to recover that by losing the other half?

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