A Fine Line

So, one of the things I’ve learned over the course of several years of videogame design experience is this:

When you see a problem, fix it, or attempt to fix it, as soon as you notice it. The longer you wait, the worse it will get, and as much as you hope and wish it will, it will come back, and no one else will have fixed it for you.

It’s a fine line, though. Sometimes, people simply don’t want to address problems, and it’s detrimental to push someone too hard to try to address something you think is a problem, if they’re unwilling to deal with it.

The problem is, if you know what you’re doing, eventually, they’ll come around. They’ll see it’s a problem too, and at that point, you’ll have less time to make things right.

For me, it’s a matter of presenting the best case I can for why I think something should be fixed, and fixed in my particular way, then letting the authority decide. But I am good at my job. And in the past, even if the authority’s disagreed, when I let something slide, it always comes back. With a bullet.

So, it’s a quandary. But, at the same time, I don’t have a 100% success rate on my judgement calls, so sometimes, it’s better to defer to someone else’s judgement. Maybe they’ve got more experience, or a wider view of the issue. Maybe they don’t want to change it, and it’s their right *as* the authority to decide not to do so. I don’t know. It’s a tricky situation, and something I’ve dealt with at every job I’ve had in every field I’ve ever worked in.

But regardless – you see a problem? Deal with it. Do it now. Don’t wait.

One comment

  1. Seppo says:

    For the curious – no, this is only tangentially related to current work, at best. But it’s one of the most important lessons I learned from my previous job, and I thought I’d pass it along.

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