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> I knew some game developers who put one or two glaringly bad visual choices in each milestone deliverable so the publisher could say "Change X!" and they feel like they'd made their mark.

> That left the rest of the build mostly unscathed from input from the publisher. As I heard it told it was a fairly successful approach.

David Siegel in Secrets of Successful Websites (1997) called them "neck bolts".




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