Ok, I lied, I have one thing.
Raph was kinda enough to transcribe this talk by Rob Pardo at the Austin Game Convention:
The Blizzard polish. Polish is the word associated with us in reviews. There’s this big assumption that polish is something you do in the end. That we’re successful because we spend 6-12 months at the end polishing. We do get more time, but we do the polish right from the beginning. It’s a constant effort. You have to have a culture of polish. Everyone has to be bought into it and you have to constantly preach it. if you leave it to the end, it’ll be more difficult.
You’ll get a lot of “why does it matter that this feature is polished? It’s so small.” But people notice 1000s of polished features, not the single polished feature.
Polish starts in the design process. (pic of skeletons in a room, which he says is the designers in a room). We’re kind of in a new era at Blizzard, when i started we had very few people with the title game designer. That’s been changing over the last few years. It’s interesting bringing in an experienced designer from outside, because they want to make a unit week, add a mechanic constantly, work 100 miles and hour. We have to get them to slow down. You need to talk through things with everyone else, and you have 100 features and they all have flaws and don’t work with each other. So when we are in a design meeting, we try to consider everything. Will it work in this raid encounter, in PvP, as a newbie, for the art, solid mechanics, etc. Contrary to popular belie, we do consider production. Mounted combat is an example of something killed by production time. Bounce ideas off everyone. Let the beer goggles wear off.
The whole thing is worth reading if you’re into game design or play WoW. Or even worse, both. If you run a gaming company or even work at one, get these things worked. Look at Polish, Pacing and the Concentrated Cool sections and how they cut apart development phases especially.
What Would Matt Do: Listen to Pardo. Got some damn fine nuggets of wisdom there.