What are your opinions on this article about lean game development?
BoomshackBarry
Member Posts: 712
Hey all, I've just read this article...
http://www.gamasutra.com/view/news/200294/Getting_to_market_fast_the_lean_development_way.php
...on Gamasutra about lean development and I'm having a hard time with it. In a nutshell it's advocating using lean development tactics in game development, which essentially means instead of spending time developing any one particular game properly, instead try and get loads of quick and unpolished games out there in their minimum viable state (about one or two weeks of development time per game), then see which ones are the most popular and spend more time honing them into a more polished game. Kind of like using the app store/ windows 8 store / whatever as one big beta test.
I can totally understand the benefits, but I just can't wrap my head around the prospect of releasing very unfinished games.
I was just wondering other people's take on this?
http://www.gamasutra.com/view/news/200294/Getting_to_market_fast_the_lean_development_way.php
...on Gamasutra about lean development and I'm having a hard time with it. In a nutshell it's advocating using lean development tactics in game development, which essentially means instead of spending time developing any one particular game properly, instead try and get loads of quick and unpolished games out there in their minimum viable state (about one or two weeks of development time per game), then see which ones are the most popular and spend more time honing them into a more polished game. Kind of like using the app store/ windows 8 store / whatever as one big beta test.
I can totally understand the benefits, but I just can't wrap my head around the prospect of releasing very unfinished games.
I was just wondering other people's take on this?
Comments
Hmm... I can see the argument in that it stops you spending a large amount of time on a game that might fail.. but surely if you spend a short amount of time creating an unpolished game that could fail, you'd never know whether it could have been a success with more polish in the first place.
I guess it comes down to the target demographic... if your making games for game fans you would expect them to expect a certain level of finish, artwork and design to a game not just a new game mechanic or theme.
@StormyStudio I agree - once a game is out there in it's rough form players have already formed their first impressions of it, and if they hate it you might well wish you'd polished it before releasing.
Unless maybe the market is so big that that's all part of the plan - like perhaps the few thousand people who do see it in it's rough form are considered 'expendable' (harsh marketing word but that's the gist of it) and aren't important in the scheme of things if the game goes on to be played by a million other players in it's better form.
@matarua Yeah this definitely feels like a plan for those who prioritise business over creativity.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
@FryingBaconStudios I like the tortoise and the hare analogy. Releasing unfinished games can only damage your brand reputation, so I think you're right it's possibly best avoided if you're intending to build up something meaningful.
I think it's viable. Short, quick development cycles can help save you a lot of time and money in the end, you can get a good learning experience out of it, and see where you can concentrate your efforts in creating a polished product.
It can really be a good way of testing the waters first to see if you should even bother to pursue an idea further especially if you are on a tight budget! If it gains traction then polish it then.
Of course it depends on the type of project and the type of team, I think this kind of model is probably more suited for people who are trying to make a quick buck or push around a large amount of traffic, not necessarily people who have a great passion and creative vision for the project what they're about to embark on.