Sticking to the game plan
At Polygon, Arthur Gies did an interesting interview with Dean Hall not to long ago. They cover a lot of ground, but it was the stuff about Early Access and having a lose game plan going into development that stuck out to me,
I actually worked with them on it for quite a while. I’d probably have to revise the description of DayZ a bit. I’d say Kerbal Space Program is the perfect example. DayZ — In some ways it’s … it’s not a problem child of early access, but it got so big. It got so popular so fast. It’s a first-person shooter game. People have an expectation of it.
Xbox One as a platform has quite an element of that. Microsoft has a walled garden. They’re very particular. That’ll help them quite a bit. Anyone they’re looking into bringing on, they’re going to be putting the thumb down on them to make sure things actually happen. They want it to be a success story. I guess Steam is further down the track. They’re trying to grow an environment where they don’t have to be the police.Towns, 2012For me, I learned one big thing: you need to have a good road map. When I was in charge of DayZ, we didn’t have a good road map. That’s a huge pitfall. People get excited about the end result of it, like Kickstarter, right? But they don’t know all the steps it takes to get there. That was a huge lesson for me, doing a really good road map.
I look at DayZ. It gets really frustrating. You get people who are very upset with the development. And that’s why, to be honest, Steam refunds are a bit of a godsend. At least you can say, if someone’s dissatisfied in two hours they can return it, and you haven’t lost a future customer. But for people who have played longer than that, it can get quite frustrating.
I love that as a game developer. I don’t like us saying, oh, well, this is our scope, this is our budget, everything else gets put in the sequel. It’s nice to be able to be agile about it. With Ion, for example, we’re being really agile about how we approach it.
To me, the idea that Hall learned his lesson with DayZ regarding having a design road map is questionable. But it’s not just Hall or Peter Molyneux–this is a problem that plagues lots of different developers. And not just developers, but creatives in any industry or medium struggle with this.
That wouldn’t necessarily be a problem in and of itself, but as fans and consumers get roped into the creative process more and more with Early Access and Kickstarter, best practices matter even more. Being clear about the scope of your project, and sticking to that scope, or at least being transparent and upfront about deviating from it during the process matters.