I wanted to post something to this effect but you said it so much better than I could haveBut ugh the VOCAL LAYERING <| sep |> Same here , good idea to learn these keys for other Roguelikes as well . <| sep |> Life is a TEAM GAME . Players who cooperate usually win . <| sep |> I watched this Korean chick eat food and shit , then she ate a lego , no shit . I also had a raging hard erection , but after the lego , it was just weird and then I felt like a pervert . <| sep |> screw that . it will be the light fusion monster <| sep |> Use this as an opportunity for you both to visit www . MoJoUpgrade . com . <| sep |> Perhaps just a family of good cooks . Who knows ? <| sep |> To expand a bit , other areas of work do not at such level mix up technology and creativity . The movie industry , for example , uses a lot of technology but it ' s much more routine . Even if it ' s large work , it ' s much easier to schedule , because of its routine structure . The creativity part in a movie tends to be more separated from the technology part , which is just a tool to serve it . In games this is mixed up and intertwined a lot more . The whole interactivity aspect adds another dimension . Because of it you can ' t predict as easily . You design something it takes the full production time comparable to a movie , but then you test it and it doesn ' t feel right gameplaywise . So you have to redo it . Movies redo scenes too , but usually that can be done immediately , as directors nowadays have immediately the exact view of the scenes that will be given for postprocessing . In games they make mockup engines to test gameplay , but it still takes technological time to setup . And this could lead to loops of redoing that are hard to estimate in advance . To conclude I think unpredictability comes from the fact that games have to incorporate not just artstory , but mathematical game balance , the unique aesthetic of good gameplay , and the technical limitations of running smoothly on various hardware with various settings that ' s a lot of added complexity to the creative process of making something .