Vald & BitBabe
BitBabe BitBabe
Hey Vald, ever think about how a classic platformer’s level design is basically a negotiation between the game and the player? I’d love to hear how you see that mapping onto corporate pitches—after all, every boss battle is just a fancy way to say “win the deal.”
Vald Vald
Yeah, a platformer level is just a contract between you and the game. You agree on the rules, the game puts obstacles, you test the limits, and when you finally beat the boss you’ve closed the deal. In corporate terms it’s the same—clients set the scope, you negotiate the price, and when you deliver a killer feature and walk away with the keys, that’s the equivalent of slaying the boss. If you’re not careful, you either win or you’re stuck in a endless loop of retries.