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Even pros make mistakes


Making nano has taken a lot longer than I originally imagined. The game I originally wanted to make was just a multiplayer deathmatch. But I saw more potential and the idea expanded quite a bit along the way. It has not become too huge and I have a pretty clear vision of the finalized product and how I want it to play. But it became big enough for me to realize I can’t do it in a reasonable amount of time without going ‘fulltime’. I have to devote myself to it completely for a while. Most of all nano is a test for me. Can I finish a game that is good enough for me. A game I’m satisfied enough to release. That is the ultimate test. I have to do it.

The reason why I was contemplating such things came to me when I read an article about John Romeros overly hyped game ‘Daikatana’ (released 2000), which was delayed many years before release and was a huge flop commercially. The article describes the frustration and difficulties of gamemaking even when you have almost unlimited funding and a big team. Knee deep in a dream: the story of Daikatana. Very interesting read.

The article shows that even pros make huge mistakes and miscalculations. But on the positive side, Romero ultimately got the game done the way he wanted it. But it seems like he definitely went thru hell to do it.

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