La misiÃ³n del programador:
We programmers, however, are professionals, and we must take our limited time into account when deciding what we can and cannot do in a game. If we don’t have enough time for something, we have to find a workaround that doesn’t damage the original idea of the game. Coming up with remedial measures is a necessary skill for a programmer.
The job of a programmer is to produce good work, meaning that the planners and designers shouldn’t feel the limitations of the hardware. I tell my programmers to think carefully before they say something «can’t be done.» There isn’t that much that can’t be done with a little ingenuity.
I feel there’s a depth, a wonder to the act of making games. Creating a single game involves constant trial and error, integrating control and play while remaining true to your theme, your concept. You wade through the vast possibilities, converging on a product. I really don’t think there’s anything else quite like it
La experiencia crea Ã¡ngulos muertos:
The more you’ve grown up with games, know about games, and work with games, the easier it is to fall into that trap, I think. The more standard your solutions are, the less punch they have with the audience. In other words, your solution may fix things, but it also makes them bland and ordinary.
Citas extraÃdas de la interesante reflexiÃ³n sobre el Iwata «desarrollador» en el blog de Christian Nutt.