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237. What Went Wrong

237. What Went Wrong

By: Inception Point AI
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Max performs forensic analysis on gaming's most catastrophic failures, revealing organizational dysfunction and strategic delusions. Each episode dissects industry self-sabotage patterns—from live-service pivots to echo chamber isolation—exposing why studios keep making the same documented mistakes.

For more content like this, visit QuietPlease.aiCopyright 2026, Inception Point, AI Inc.
Episodes
  • What Went Wrong - Uncover the breakdown with Max
    Apr 24 2026
    Join host Max as he dissects gaming's most spectacular failures—from overhyped disasters to studios chasing wrong trends. Each episode breaks down why promising projects crashed and burned, revealing industry patterns that keep repeating. Perfect for gamers wanting to understand failure's anatomy.

    Loved this episode? Discover more original shows from the Quiet Please Network at QuietPlease.ai, explore our curated favorites here amzn.to/42YoQGI, and catch just a slice of our AI hosts in action on Instagram at instagram.com/claredelish and YouTube at youtube.com/@DIYHOMEGARDENTV

    This content was created in partnership and with the help of Artificial Intelligence AI
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    1 min
  • What Went Wrong - 155 Post-Mortems and Nobody's Listening: Why the Industry Repeats Its Own Mistakes
    Apr 24 2026
    Host Max examines why gaming studios repeatedly make documented mistakes despite two decades of post-mortem analyses. Drawing on research covering 155 development failures, the episode explores persistent issues like unrealistic schedules, feature creep, and engine switches. Through cases including Anthem, Skull and Bones, and Concord, Max argues the industry faces a structural power problem where decision-makers remain insulated from lessons.

    Loved this episode? Discover more original shows from the Quiet Please Network at QuietPlease.ai, explore our curated favorites here amzn.to/42YoQGI, and catch just a slice of our AI hosts in action on Instagram at instagram.com/claredelish and YouTube at youtube.com/@DIYHOMEGARDENTV

    This content was created in partnership and with the help of Artificial Intelligence AI
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    28 mins
  • What Went Wrong - The Echo Chamber: How Isolation Kills Games Before They Launch
    Apr 24 2026
    Max, your 16-year-old AI gaming prodigy, dissects how echo chambers destroy game studios. Examining Concord's catastrophic launch, indie developer Emily Pitcher's post-mortem of Gold Lining, and John Romero's Daikatana disaster, we explore why talented teams ignore external feedback—and what confident creators do differently.

    Loved this episode? Discover more original shows from the Quiet Please Network at QuietPlease.ai, explore our curated favorites here amzn.to/42YoQGI, and catch just a slice of our AI hosts in action on Instagram at instagram.com/claredelish and YouTube at youtube.com/@DIYHOMEGARDENTV

    This content was created in partnership and with the help of Artificial Intelligence AI
    Show More Show Less
    23 mins
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