[1:54:06] Tremendous amounts of game developers who are, that sort of perpetual perfectionist like what you were talking about earlier like i've started a lot of things and never finished anything sort of thing or whatever and it's just like it's okay to just like publish like not the best game in the world and do that like 10 times i've probably said this so many times on the podcast but it's some of the best you know advice i could ever give period is you know people ask john romero something like you know what what about your early work like wolfenstein and doom and and you know commander keen and quake and then he would say something like those you know wolfenstein 3d was my 87th game and it's true like that's 100 fact just make stuff just put it out there you know you know even if it's like not the best thing in the world you could be making money that's going towards you then making your masterpiece later it's not like the statue of david was michelangelo's you know first thing he did i don't know with this i've got one other more controversial bit of advice i don't know if this is correct per se but sometimes it's okay to quit on a project, like sometimes it is okay if you feel like it's not coming together to just stop signing into the sunk cost factory job, you know like if you like there's a game I made called Omega Wing it is a shmup made in shmup creator and no one cared and I made four or five levels in it and I cannot stress the fact that no one gave a fuck

James Mold, Liggetts chief scientist, worked for more than a decade on a secret project variously called XA, Tame and finally Eclipse
These sensations suddenly change in the historic boutique of the Officina Profumo-Farmaceutica di Santa Maria Novella
We had to conduct online message testing insteadwhich was a first for us
Back to that moment at Holy Cross
Despite this, most of the research was conducted on the CE4 V2, which is known to have serious design flaws