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Every year we see talks at conferences where game developers say: "We overscoped. That was a mistake." Then new games get made, and halfway through a director will say: "...what if we changed our core features?" It's nuts that in 2026 we still need reminders to 'stick to scope'

Jason Schreier@jasonschreier.bsky.social

As the length of video game productions has swelled to 6+ years, many people are trying to figure out how to reverse that trend. Here's some food for thought from the always-insightful Josh Sawyer, director of Fallout: New Vegas and Pentiment. This week's column: www.bloomberg.com/news/newslet...

I am no longer interested in the talks of 'We overscoped, that was a mistake', and instead I want to see: 'We didn't overscope, here's why.' But I guess it's a 10 second talk: Have experienced leadership that makes capable decisions and judgements

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I highly recommend looking at @jesawyer.bsky.social's talks, youtube videos, and follow him on here, for other fantastic advice such as: Don't just throw away your vertical slice tools, pipelines, and content. bsky.app/profile/jesa... which again, should already be clear for many years, and yet...

Jaws Slayer 🎃@jesawyer.bsky.social

But in your VS, you need to be using your pipelines and making sure they're robust. It doesn't mean there can't be room for improvement, but you shouldn't be making things in a way you expect to abandon.