[Most] games are awful for about 80 percent of the process—there’s no fun in the game until the very end.
David “Dr. Doak” Doak, excerpt From GoldenEye 007 by Alyse Knorr
I recently read Goldeneye 007, a terrific book covering the making of that classic game, and came across the above quote. I could not help but strongly agree with this observation, as I’ve seen it first hand countless times. Whether it’s making a game, or writing music, drawing art, or any creative activity, it always seems like the first 80% of the project is a slog. It feels like working on something that seems like utter crap and somehow refuses to come together, until the very end. It happens regardless of the type of project, the length, or even how challenging it is.
So it was very heartening to learn how ubiquitous this problem is. Apart from knowing and accepting that most creative work will feel like crap, what other things can we take away?
Things will suck, until they don’t
Even my most successful projects did not break this first-80%-is-crap rule. When making Dunkman for Ludum Dare, about half way through the jam, I posted this progress update:
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