You know what’s really fucking hard?
Seeing something through when it didn’t live up to your expectations.
It’s easy to get excited about getting up early and staying up late to build that amazing thing you imagined when you think it’s going to bring hundreds of new customers through the doors—but I’ll be damned if it isn’t draining to press on once you know you globbed up, botched the launch, and no amount of additional effort will change that.
So here I am, a week past launch, and still easily half the #nlgs18 activity modules are little more than titles and skeletons. I wanted to have them 100% done by Friday. Life had other plans.
I could find another 10-15 hours in the next week to crank these remaining pieces out. Sure. And when I think about it in terms of follow-through and commitment, I feel like I should.
But sunk cost fallacy is in full effect, here. I’ve got a couple hundred hours into this thing already and if Nick, Eric, and Frank stop posting, I’ll literally be the only one playing. At some point, you have to stop beating head horses.
Reflecting on what went wrong, I discovered not only did I spend too much time talking up the wrong aspects of the project, I also made things way to complicated for a beta product.
Perfection really is the enemy of done.
If I end up being the only one who sees this game through to September, that’s fine with me—but I ain’t done yet. It’s time to pivot. It’s time to radically simplify this thing and make it so easy to figure out and play that it almost plays itself.
This won’t be the smoothest pivot, but it may prove to be my quickest.
I think this gif pretty much sums up the turn #nlgs18 is about to take.