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Creative authority in game development

Maya Hoffree compares game development with artists at a record label and questions why managers should dictate creative decisions to the people making games.

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原始摘录

So how do we make sure that the people who are actually working on the game are the one who have this full creative decision-making?
上下文

I think kinda like what we like to look at it is just, um, like a record label. Like, in a record label, the managers are not gonna tell the artist what to play and what to do—so why should it be different in the gaming industry?

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