Gamania strategic operations unit COO Bryan Shen confides that every single game CD was a gamble; sometimes they would struggle for two or three years to finish a game but get it to market only after that type of game had already gone out of fashion. Seeing a product withdrawn from the shelves just two weeks after launch is devastating.
遊戲橘子策略營運群營運長沈秉文不諱言，每張單機版遊戲光碟的製作都是一場賭博，有時辛苦熬了兩、三年，終於研發上市時，卻已經過了流行的熱點，那種「上市兩個禮拜就準備撤架」的挫敗感，實在太殘酷了。