This week, I had an idea for something different: fake graphs about real things. Basically, there are some concepts in game development that seem like they are easily described in graphs. They're not always possible to quantify, but the trends are pretty easy to qualify. Like describing volume as a function of distance from a speaker, or speed as a function of time spent accelerating, we can describe certain things in our industry in relation to other values.
So, before I accidentally type another paragraph, let's start "graphing!"
|Fig. 1: Amount of time spent actually working on game over length of project.|
|Fig 1a: Everything else you'll be doing.|
|Fig 1b: It ain't over 'til it's over.|
|Fig 2: Anxiety as a function of build release schedule.|
|Fig 2a: Ohgodohgodohgodohgod!|
|Fig 3: Game sales over time.|
|Fig 3a: WTB rent-free treehouse with free electricity and internet...|
|Fig 3b: Or this might just be a NASA pulsar graph|
You could also try adjusting the price of your game:
|Fig 4: Sales as a function of price.|
How does this look in terms of actual money? Probably something like this:
|Fig 4a: Number may not actually be magic.|
Let's talk about another topic. Phil Fish has recently made the news (again), and you might be wondering what you'd do in his shoes. Being criticized can be unpleasant, but not all criticism is created equal:
|Fig 5: Amount of attention paid to criticism vs. how much I respect the critic.|
|Fig 5a: Attention paid as a function of bias.|
Speaking of usefulness:
|Fig 6: Likelihood of reading feedback as a function of its length.|
|Fig 6a: Wanting and doing are different things, though.|
And while we're on the topic of weaknesses, here's a big one for me:
|Fig 7: Desire to postpone decision as a function of its importance.|
|Fig 7a: "Just a little more research..."|
There are more, of course, but this is already quite a bit. Let me know if you found this format to be helpful, entertaining, or even erroneous. And enjoy the break from my walls o' text while you can!