Iteration, or why I love Blizzard Entertainment

The sturm und drang surrounding the development of Diablo III continues. Back in September, the game’s release was postponed until “early 2012,” but Blizzard has still not given any hint of when we’ll be seeing it on store shelves. The game director recently took to the official D3 blog to explain what the team has been working on over the past few month. Some of the changes concerned core elements of the game, and many fans expressed outrage that the designers were still making major changes this late in the development cycle. As usual, Blizzard was unapologetic, stating once more that they will only release the game “when it’s done.”

Why am I bringing this up? Well, it occurred to me that Blizzard and I have a lot in common: we’re both addicted to iteration. I’ve technically been done with Evil in Thebes for months now, yet I can’t seem to stop tinkering. I suppose the most notable change was the main character’s name (Ptahmose is now Khamtir), but most of these changes are rather small: some additional wordsmithing here, a few extra tidbits of lore there.

None of these changes are particularly earth-shattering, so you might be wondering why I’d bother making them. After all, every minute I spend making changes to EiT is a minute I can’t spend querying or working on the sequel. But, like Blizzard, I’ll only stop fiddling with something when it’s actually done. However, there comes a point where you’re just making changes for the sake of changing things, and that’s when it’s time to stop and close the Word document for good. Unfortunately, it’s often difficult to figure out when you’ve reached that point. In most cases, there’s no objective standard you can use to make that determination. It ultimately boils down to gut feelings and hunches, but the more you write and revise, the more self-aware you’ll become. “Übung macht den Meister,” as my German professors would say.

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