Before I joined Gearbox Software, I worked at Destructoid as a features editor. I worked there from 2006 to 2010 and specialized in highlighting indie games and spewing vitriol at big-budget games I didn't like. It turns out there were a shitload of things I didn't know about games development. Back in the day, I wouldn't hesitate to call a game like Assassin's Creed "a piece of ****ing ****," or to paint its developers as "a bunch of *****s who don't understand game design." These are not hypotheticals, I said that ****. I said this kinda stuff all the time, and why wouldn't I? I played their games, I found them wanting, and I felt like I had a pretty good idea of where and why things had gone wrong. I may not have ever made a game myself (apart, that is, from a 2D artgame best described as "Passage meets Battletoads" and oh my god was it as bad as it sounds), but I basically knew what game development was about, right? Wrong. Wrong, wrong, wrong. Read the complete article.