A talk about game design, but much is applicable to software development in general: http://www.designer-notes.com/you-have-no-idea-how-hard-it-is-to-run-a-sweatshop-part-1/
None of us really know what we are doing. Remember that at GDC, we are all talking about why we THINK we were successful not why we actually were successful, which is essentially unknowable. Half of what you hear at GDC is BS. Half of the rest doesn’t apply to your game. Most of what remains you can’t implement. The rest might be useful, maybe? Keep in mind, this chart itself might also be BS.
Just remember that simply stating that your game is about X or Y doesn’t make it so. The only people who truly understand your game are your players, so if you want to know what your game means, make sure you ask them.