Before I write even the first sentence--NO, this is not a personal post. I'm not quitting, nor am I looking to gut any projects. Just another way to look at systems.
HUGE news from the gaming industry today. Blizzard Entertainment announced that they've abandoned the Titan game they've had in development for seven years.
Yes, I'm talking about a game. AND it's something to take seriously. This company created World of Warcraft, an online gaming experience that folks spend hours on every day.
And this company and this project involves lots of people's jobs. For some of them, years and years of their careers. Poof.
Why did this happen? Because after a time of discernment, they realized that they couldn't find the fun.
Senior vice president of story and franchise development* Chris Metzen is quoted as saying "The discipline of knowing when to quit is important. We were losing perspective and getting lost in the weeds a little. We had to allow ourselves to take that step back and reassess why the hell we were doing that thing in the first place."
When, in our lives and our organizations, do we take that step back? And how do we come to the decision to set things aside?
How are things different when we let fun be part of the criteria?
*Yes, I totally want to be a Senior VP of Story Development when I grow up.