Is there ever a moment where you resist those changes, where there's pushback to those changes? Can you think of a moment where you're like, no, I feel really strongly, you can't change this, this undermines the entire idea behind this?
TL;DRThey say they rarely resist changes; there was some back-and-forth over Pyro, but Dave Haddock voices concerns and then accepts the game director's decision and finds a way to reconcile it.
No, I mean, with Pyro, I think there was a lot of that back and forth, conversations about, okay, yeah, we're adding in more places for the player to explore, but how do we hold on to those core elements of what Pyro is all about? I guess it's not as drastic. It's never as drastic, because I pride ourselves on being part of the team.
Well, a lot of the stuff is pretty malleable. Again, it's a creative endeavor. That's part of the thing of working in any creative industry. I always kind of have a general approach to things. If a change gets presented and I'm like, eh, I'm not quite sure if that's really gonna line up with what we've been saying in the past, I'll voice that. And then if a game director says, well, we really need it, okay, well, we'll figure out how to make it work. It's ultimately not up to me. I'm here to help support the project. So if I think something's really important, I'll voice that. But if it gets shot down, then I don't take it personally. I just go, okay, well, we'll figure out a way to make it happen. And in my own head, go, all right, I'll have to figure out a way to reconcile this and find a solution to it that I think is okay and that I'm okay with. But it's a collaborative medium, you have to be able to do that. I think if you kind of dig in your feet and stomp your feet and go, no, no, no...