Iteration time was the last one percent. Blizzard’s producers tried to leave blank slates at the end of their schedules so that their development teams could push, tug, and polish every aspect of their game until they felt like they had something perfect. “And it’s challenging too,” said Foote, “because people say, ‘What’s in that, it’s a lot of time, what are they actually doing?’ They’re iterating. We don’t know what they’re going to do, but they’re going to be doing something.”