When developing a game often you come up with some great ideas for how you could enhance the game.
This is great and is pretty much why I enjoy making games so much. You become invested personally in the project and you want it to be the best it can. However I am often brought back to earth with the practicality of the actual implementation of the feature.
Unsurprisingly the most limiting factor is time and resources available but the real kicker is performance. That little chestnut will make you think and rethink, prototype and implement it 100 ways before you abandon it as a futile endeavor.
Sometimes it’s obvious on the outset that its just not possible with the hardware but other times everything seems like it should work. However not till an actual trial implementation do you realize it’s just not going to happen.
The way I view it is where playing with these leavers called ‘fun’, ‘coolness’, ‘feel’, etc but these leavers are precariously attached to a 1,000lb anvil called ‘performance’ hovering above your head.
The trick is to be able to mess with the leavers all the while keeping a mindful eye on the perilous anvil of doom.
Mind ye weary developer, least you be made flat.