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The Cult of 'Done': Why Shipping a Flawed Game Can Be Deadly

April 2, 2025

Alright, let’s talk about something that keeps me up at night – something I’ve seen happen far too often in this industry. It’s not crunch, although that’s a monster of its own. It’s the siren song of “done,” the relentless pressure to ship something, anything, even if it’s fundamentally flawed.

The Cult of “Done” vs. The Agony of “Almost”

We’ve all been there. The deadline looms, the stakeholders are breathing down your neck, and the bugs… oh, the bugs. It’s tempting to just slap a bandage on it, push it out the door, and move on. Ship it. Be done. This is a fallacy. Shipping a mediocre game is often a far greater sin than delaying it, or even killing it altogether.

I remember working on “Project Chimera,” a mobile RPG. The core gameplay loop was okay, but the story was riddled with plot holes, the UI was clunky, and the monetization felt predatory. Management, however, was laser-focused on releasing it before the end of the quarter to meet revenue targets. They drank deeply from the cult of done.

The result? Predictable. The game was eviscerated by critics and players alike. Our app store rating plummeted. We spent the next six months in damage control, patching bugs and rewriting the narrative, but the stink of that initial launch clung to the game like tar. Project Chimera never recovered. This is the perfect example of how “done” can be deadly.

Contrast that with “Project Phoenix,” a narrative adventure game that was plagued with development issues. The lead designer left halfway through, the engine kept crashing, and the scope kept creeping. After a year of struggling, the studio made the agonizing decision to shelve it. This was not done lightly.

It hurt, yes, but it was the right call. They salvaged what they could, learned from their mistakes, and started fresh on a new project, “Project Nova.” Project Nova, benefiting from the lessons learned (and a less ambitious scope), was a critical and commercial success. Choosing agony over “done” ultimately saved the studio.

Reputation: The Currency You Can’t Print

Why is shipping something broken so much worse than delaying or cancelling? It boils down to one word: reputation. In the crowded and competitive gaming landscape, your reputation is everything. It’s the trust players place in your brand, the expectation of quality that drives purchases and fosters loyalty. This trust is not easily earned, but it can be easily shattered.

A delayed game might disappoint some fans, but a bad game actively alienates them. They feel betrayed, ripped off, and misled. They leave negative reviews, warn their friends, and swear off your future projects. You’ve poisoned the well. Negative brand association is tough to overcome.

This isn’t just conjecture. Look at the case of No Man’s Sky. The pre-release hype was astronomical, promising a universe of infinite possibilities. The launch, however, was a disaster. Missing features, repetitive gameplay, and a litany of bugs led to widespread outrage. While the developers eventually turned the game around through years of updates, the initial damage was immense and continues to affect the game’s perception even today. It is recovering, but it’s a long road.

On the other hand, consider Cyberpunk 2077. The game’s launch was plagued with performance issues, especially on older consoles, leading to refunds and apologies. CD Projekt Red’s stock price plummeted, and their reputation took a major hit. However, they chose to delay the release and keep working on improvements. While the initial perception was negative, CD Projekt Red continues to improve the game, showing a dedication to improving on their mistakes.

Shipping a sub-par product sacrifices long-term success for short-term gains. You might hit your quarterly numbers, but you’ve mortgaged your future. Delays, while painful, offer the opportunity to course-correct, polish, and ultimately deliver a product that lives up to your brand’s promise.

The Illusion of “Done”

The term “done” is, frankly, an illusion. Games are living, breathing entities. They evolve, they get patched, they get updated. Even after launch, the development process continues. So, why rush to a premature “done” when you could strive for a more meaningful, impactful, and ultimately, more successful product?

The pressure to ship often stems from a fear of failure, a desire to prove oneself, or simply a lack of resources and time. These are valid concerns, but they shouldn’t be used as excuses for releasing subpar work.

Here’s a concrete example: Imagine you are developing a fighting game. You are under pressure to release it before a major gaming convention. The core mechanics are solid, but several characters are unbalanced, and some moves have glaring animation glitches. You have two choices: Ship it as is, hoping to patch the issues later, or delay the release by a month to polish the characters and animations.

If you choose to ship it, you risk alienating fighting game enthusiasts who will quickly identify the flaws and spread negative word-of-mouth. If you delay it, you might miss the convention buzz, but you’ll release a more polished and balanced game that will be better received in the long run.

The answer here is clear: always choose quality over speed.

Overcoming the Pressure: A Practical Guide

So, how do you resist the siren song of “done” and advocate for quality? Here are a few practical tips:

  1. Data-Driven Decision Making: Don’t rely on gut feelings or anecdotal evidence. Use data to track progress, identify bottlenecks, and highlight areas that need improvement. For example, track bug reports, playtest feedback, and performance metrics to make informed decisions about prioritizing tasks and allocating resources. This keeps emotion out of the equation.

  2. Early and Frequent Playtesting: Get your game in front of players as early as possible and iterate based on their feedback. This will help you identify major issues early on and avoid costly last-minute fixes. Consider running closed betas, alpha tests, and internal playtests to gather a wide range of perspectives.

  3. Communicate Transparently: Be honest with your stakeholders about the state of the game and the challenges you’re facing. Don’t sugarcoat the truth or make promises you can’t keep. Transparency builds trust and allows for more realistic expectations. Lay out the pros and cons clearly.

  4. Scope Management: Be realistic about what you can achieve within the given timeframe and resources. Don’t be afraid to cut features or postpone them to a later date if necessary. Prioritize the core gameplay experience and focus on delivering a polished and engaging product. It’s better to do a few things well than to do many things poorly.

  5. Empower Your Team: Give your developers the autonomy and resources they need to do their best work. Create a culture of quality where everyone feels empowered to speak up and advocate for improvements. Trust their expertise and listen to their concerns. Micromanagement kills quality.

The Long Game: Building a Legacy

Ultimately, the decision to delay or cancel a project is never easy. It requires courage, vision, and a commitment to long-term success. But the alternative – shipping a mediocre game – is often far worse.

Remember, you’re not just building a game; you’re building a brand, a reputation, and a legacy. Don’t let the cult of “done” compromise your vision and jeopardize your future. Embrace the agony of “almost,” and strive for something truly great. The industry needs more great games.

I’ve seen studios crumble under the weight of their own rushed deadlines and compromised quality. It’s a tragedy, and it’s avoidable. Let’s choose quality over quantity, and let’s build a gaming landscape we can all be proud of. It will take time, and effort, but it will be worth it.