Hey everybody
I’m looking for a little input from anyone who has ever had to CONSIDER modifying the design/scope of a game to overcome losing a developer, and anyone else who has an opinion on the subject.
I wrote a wall of text but a short – half wall – summary will be easier to digest and respond to.
I recently had to split ways with my programmer. The game I’m working on is approximately a 1 year development cycle at its current scope.
Special Note: Anyone who doesn’t already know, I’m not a programmer – I’m a Playmaker using artist. Oh and I’m not full-time indie either. I can put in approximately 20-25 development hours per week.
We WERE roughly 4 months in with a solid build of the core mechanics. We presented at a game festival and received positive feedback. We also created web builds and posted in Feedback Friday. The feedback from all avenues confirmed we WERE on the right track to move forward with the next phase of development. Next phase being a vertical slice to setup all the systems of the game and create a 85% polished slice that would be representative of the entire game. Time frame for this vertical slice was to release again in September.
Now – that’s not happening in the time frame I had planned.
I’m confident I can recreate the core game in Playmaker in about 3-4 weeks.
With the need to recreate the core, I don’t see me getting to a releasable vertical slice until sometime in November.
I’m confident in my drive and ability, and with a little help from all ya’ll - I know I can create the entire game on my own, however if I keep the current scope I’m pretty sure development will take me 1 year from right now.
One option (I hate even considering this) is to de-scope the current design. I could deliver a bare bones in about 4 months – if I drastically reduced scope, but I think by doing that I would be publishing not even half a game. Equal to The Legend of Zelda stopping at the 3rd dungeon, or Warcraft only allowing the player to play as the humans. I have other examples if you need more. Basically part of the appeal to the game for the player IS earning the additional content planned.
Like Super Mario ending after 2-4.
I would not be removing the core mechanics, but the game would be less than half of what I believe would make the game marketable, it would make it less appealing to gamers.
The second option is similar to the first but more positive. De-scope the existing game design down to its core, polish, add a very small amount of extra content, polish and ship. This will give me a strong base to prepare and build on top of for the original design – which will help reduce development time for the next game.
Third option is to put the game on hold and work on a game that is smaller.
I have about 4 other games prototyped, and ready to go. Two of those games are shorter development cycles which would result in quicker products to market, and probably a better solo development experience.
And finally theres the option to look for someone to partner with, but I’m not sure if I can adjust to working with another person at this time. If the right person came along I might consider it, but at this point I’m kinda feeling a little discouraged and really just want to get back at it on my own.
I think I just answered my own question.
It looks like options 2 or 3 are the smartest choices to consider, but any additional input is welcome.
I respect this community and enjoy reading others opinions that cause me to expand my view – on nearly every topic discussed around here, so I had to come and see what others had to say.