"The root of the disconnect that we’ve focused on is iteration without player feedback" , Boudreau explained. "One of the biggest risks in making games is that you don’t fully see how a title will really play and feel until you’ve hit a point where it’s difficult to switch gears. From where we’re sitting, bringing that early and ongoing player validation into our process is a big priority so well-intentioned decisions don’t go long without feedback."
Making a historical game doesn’t mean that they gotta repeat it.