10 Lessons The Gaming Industry Must Learn From 2014

1. Delays Are OK

If we're going to tell developers to polish their games to perfection, we've got to give them time to do it. Again, we can turn to the example CD Projekt Red has set: After openly promising in May 2014 that The Witcher 3 would not be delayed again, they pushed it back to May 2015 with an August announcement. "We owe you an apology," the studio wrote in a statement. "We set the release date too hastily. It's a hard lesson, one to take to heart for the future. We know what we want to do to make Wild Hunt one of the best RPGs you will ever play. "And we continue to work hard to achieve just that. So, we apologise and ask for your trust," the statement concluded. Here we see exactly how delays should be handled. Waiting a few months is nothing compared to buying a buggy game, so by all means delay away. But be up-front about pushing projects back, lest a game end up in The Last Guardian territory. What do you want game makers to stop doing? What should they start?
Contributor
Contributor

A freelance games writer, you say? Typically battling his current RPG addiction and ceaseless perfectionism? A fan of horror but too big a sissy to play for more than a couple of hours? Spends far too much time on JRPGs and gets way too angry with card games? Well that doesn't sound anything like me.