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

Started by January 25, 2019 09:21 AM
4 comments, last by Tom Sloper 5 years, 9 months ago

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! :)  

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.

-- Tom Sloper -- sloperama.com

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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. 

-- Tom Sloper -- sloperama.com

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! :)

Glad to help. 

-- Tom Sloper -- sloperama.com

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