>Adham and Morhaime fostered as non-hierarchical a structure as possible at Blizzard, such that everyone, regardless of their ostensible role — from programmers to artists, testers to marketers — felt empowered to make design suggestions, knowing that they would be acted upon if they were judged worthy by their peers.
General question, how do you balance between trying to get everyone's feedback vs just being more fast and efficient?especially in the early stages where time is usually pretty critical
Blizzard was famous at the time for having a release date of "when it's done" for all of their project. One of the lessons to learn from their success in those times is that, at least in art/wntertainment, time is not nearly as critical as quality.
General question, how do you balance between trying to get everyone's feedback vs just being more fast and efficient?especially in the early stages where time is usually pretty critical