For Nintendo, "okay" won't cut it. Its games have a spit-shine sheen, and everything is just so. You know, perfect. So when Dylan Cuthbert, honcho at Pixel Junk dev Q-Games, worked at Nintendo on the Star Fox series in the 90's, what did he learn? Cuthbert says:
The main thing I learned at Nintendo was that being "anal" is the most important asset a game creator needs to have. Mr. Miyamoto has the uncanny ability to spot the most minute detail in any game; just the odd pixel out of place and he will strike upon it like an eagle. So, although we are nowhere near that level yet, I am trying to guide everyone at Q to get good at "the details".
The other thing I learned from Nintendo, is learning to look at your game from a distance towards the end of development and decide what really needs to be done to make the game into a sell-able product. This is almost totally separate from the creative "game-making" process and most companies let their marketing departments do it which, in my opinion, is totally wrong.