On Artistic Disagreement:
> but ultimately, when it comes down to an artistic disagreement
> where both sides are equally convinced, what we ended up doing before
> was "i know, let's design the game to accomodate both ideas, so
> at the end we'll just plug in this module or that module to achieve
> the right effect. so we don't need to decide now." soon the game
> model became so abstract that it had no flavor at all, except that
> it was going to be "really fun". i don't know if we can keep doing
> this, but at least it permits more (apparent) progress _now_.
> i think breaking up progress into many little games will alleviate
> this problem a lot by allowing us to test ideas frequently and
> find out what is good.
> a serious problem would be if we start to diverge significantly on
> what type of game it should be... as long as you're not going to
> say "you know, i think what the world _really_ needs is a knitting
> sim" then we're ok.