A Quote by Mats Wilander

Your game stalls when you assume you're the finished product. — © Mats Wilander
Your game stalls when you assume you're the finished product.
The most common way customer financing is done is you sell the customer on the product before you've built it or before you've finished it. The customer puts up the money to build the product or finish the product and becomes your first customer. Usually the customer simply wants the product and nothing more.
When you write a piece of software you assume a certain type of hardware. If you assume hardware that's too powerful then you can't sell many copies cause very few people have that machine. If you assume hardware that's too simple your product can't do as much.
When the game is finished, it's completely finished. I'm with my kids. Sometimes people say to me, 'Oh, did you see the game?' and I say, 'No, I didn't see the game'. I watch if my friends are playing or my brothers. But not always.
When you do a voice in an animated film, you don't see the finished product at all. You're not animating. You're not doing the voice on the finished product. You're doing the voice long before.
If a product's future is unlikely to be remarkable - if you can't imagine a future in which people are once again fascinated by your product - it's time to realize that the game has changed. Instead of investing in a dying product, take profits and reinvest them in building something new.
The finished product is not finished when the actor is. The work is completed by a pair of shears.
First, I take a lot of time to just explain my vision of what the game should be to the team. Then I make all subsequent decisions based on how I want to feel when I buy the game, and what impressions I want to have of it. I then go about implementing the little points that will lead up to that finished product.
Even after the text is written, there are a tremendous number of stages along the way to the finished book. If a publisher cares about the finished product, none of them will be omitted.
you're a product just as much. a product of a product. the people who design cars, they're products, your teachers, products. the minister in your church, another product.
Focus on your product. A lot of people focus on the name of their brand or the legal aspects, but it's more important to create your product. It's why people join. It's your vision. Without your product, nothing is going to happen.
The only advice I would give young guys is to keep your ears and eyes open. Never see yourself as a finished product.
One of the worst things anybody can do is assume. I think fools assume. If people have really got it together, they never assume anything. They believe, they work hard, and they prepare- but they don't assume.
People who buy your product or use your service don't care how tall or short you are, or what gender you are, or your age. It is irrelevant. That is not the basis on which your product is judged.
Traditional sales and marketing involves increasing market shares, which means selling as much of your product as you can to as many customers as possible. One-to-one marketing involves driving for a share of customer, which means ensuring that each individual customer who buys your product buys more product, buys only your brand, and is happy using your product instead of another to solve his problem. The true, current value of any one customer is a function of the customer's future purchases, across all the product lines, brands, and services offered by you.
You don't have your film finished when you have your director's cut finished. It's just a bunch of green screen.
You work for so long on a graphic novel that it's easy to question your ideas or to burn out on drawing. But you plug away at it and trust in the story you want to tell. It's a marathon, but the finished product is really satisfying.
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