How bad do we want it?

At the risk of paraphrasing Tim McGraw, we want it bad. Blood, sweat, tears and lost sleep bad.

Together with our partner, Sychey Games, we had a lunch meeting yesterday with a hugely successful game studio cum publisher who shall remain nameless. It was an education, as every quality endeavor should be, even though the answer was “Maybe not, but it’s an interesting approach and a different idea, so let’s talk about it some more when you know the answers to [insert obvious questions here].”

In fact, I learned a new application for an interview question that I figured out was an absolute must to ask of anybody who wanted to come work for me a decade or more ago. It felt weird, a little déjà vu, to sit on the other side of that question over a business lunch. Lesson learned!

I also had validated what I’ve always believed one of the secrets that every game studio who wants to achieve cosmic levels of success should be engaged in. Great confirmation! (Yes, I’m referring to testing.)

Didier and I chatted some about our next steps and talked about how to improve the pitch before we take it back to the same publisher and to our next prospective publisher or partner. I’m sure we’ll do more such navel-gazing as the next lunch meeting approaches. It’s hard to remember that the lack of a resounding “YES!” at the end of a meeting is not a “No” – even a “No” isn’t a “No” until I decide it’s a “No”. Heh. As one of my idols, Dave Ramsey, is wont to say, "Success is a pile of failure that you are standing on." I’m working on building up my own pile!

Seth reminded me of the same again during my lunchtime blog read today.

A single blog post is an example of poking the box.

Sticking with a blog for seven years is pushing through the Dip.

Seth’s Blog: Failures and the dip

I will also take it to heart as a reminder that I’m not coding, writing, modeling, recording or blogging nearly enough. I do love the new Cintiq 24HD, though, and I definitely need to give it some love every single day.