Frustration and failure fuel Dyson's success
bbc.com
bbc.com
http://www.bbc.com.nyud.net/future/story/20130312-failure-is...
People rarely understand why the really good games frequently miss deadlines, take lots of work and rarely end as the original vision planned, it is because bleeding edge game design is also a research effort, prototypes and tests, specially because we don't have yet sufficient psychology theoretical information to always predict player behavior, most of the best game design inventions were more a discovery than a real invention.
Like asteroids wrap around, street fighter II combos made with animation bugs, sim city disaster tool because players after a while on the prototype started to happily bulldoze the city to watch the chaos, and so on...
I'd love to find the article on the normal BBC site but no luck.