Jump to content
  • Advertisement
EagleGamer

How can a game studio resist over promising goals to its backers?

Recommended Posts

In our current game development scene, it has been quit obvious for many of us how game developers over promise to the community at the beginning of the development life-cycle or fundraising step. 

Games like Dayz, Kenshi, No man's sky and many other games have been too literate about what they "wanted" to deliver to consumers. Only to be faced with a reality check and/or lack of funding. Thus producing a shamble of a game. 

- How can a game studio stop itself from going too far into this hole?

- What methodical techniques are being used?

- How does estimation of game projects generally work?

- How would a game producer solve this issue after almost running out of funds and close to the deadline?

 

Thanks for answering all/any questions! :)  

Share this post


Link to post
Share on other sites
Advertisement
5 hours ago, EagleGamer said:

- How can a game studio stop itself from going too far into this hole?

By intelligently managing expectations. Its own, and its constituency's, and its stakeholders'.

5 hours ago, EagleGamer said:

- What methodical techniques are being used?

Expectation management.

5 hours ago, EagleGamer said:

- How does estimation of game projects generally work?

Generally, with experience. Specifically, http://sloperama.com/advice/finances.htm

5 hours ago, EagleGamer said:

- How would a game producer solve this issue after almost running out of funds and close to the deadline?

Managing expectations doesn't cost anything.

Share this post


Link to post
Share on other sites

Afterthought: if you're wondering how to make a believable schedule, I gave a talk in Korea about this: http://sloperama.com/downlode/ and click "Believe.ppt"

Oh, and another tool is the Change Control Board. Your team leads and stakeholders confer whenever someone proposes a change request. You work together to determine what impact the change will have, and how much it adds to the Feature Creep that happens on all game projects. 

Share this post


Link to post
Share on other sites
On 1/26/2019 at 4:24 AM, Tom Sloper said:

Afterthought: if you're wondering how to make a believable schedule, I gave a talk in Korea about this: http://sloperama.com/downlode/ and click "Believe.ppt"

Oh, and another tool is the Change Control Board. Your team leads and stakeholders confer whenever someone proposes a change request. You work together to determine what impact the change will have, and how much it adds to the Feature Creep that happens on all game projects. 

This powerpoint alongside your website is absolutely invaluable. Thank you! :)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!