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What is bottom up vs top down process? It isn't mentioned in your link.

> The best value creation process is just an iterative/incremental cycle, with lots of power in the court of the value creators over the value extractors.

This is consistent with the development process I've used with my game/app (nebulous) for the last 7 years. I learned very early on that players responded directly (as in told me via reviews and emails) and overwhelmingly positively to frequent substantiative updates. Early on it pushed me to find my absolute limit: ~2 weeks of < 4 hours of sleep each night, on a ~28 hour day schedule.

I kept bureaucracy, overhead, and expenses to a minimum and have been fortunate enough to reap the rewards over an extended period of time. My focus has always been on maximizing user experience first, revenue second.




> What is bottom up vs top down process?

More power/product decisions from the bottom or the developers/creatives/value creators than the top down project managers/finance/value extractors.

Yes, making your own projects is almost a requirement or having side projects when work in on a big team on your day job or other projects. Everyone needs a creative outlet and programming, no matter how hard they try to remove it, is a creative process.

While revenue/value extraction is important long term, it is much easier to sell when love/value creation is present. You can't market and extract value from value that isn't there. You can't rush a quality game mechanic that makes all aspect of your game fun.

Creativity doesn't always fit a 8-6 tightly wound agile process focused on just revenue, you need some open mode or play with that closed mode. It is why indies and artists or writers perform better when they can control their own destiny more. With less oversight directing you to short chance important parts or prototypes, there is more play and open mode which always leads to a better refined product especially where "fun" is part of the product.




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