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by dobin
678 days ago
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> This is an approach that is sometimes taken when planning game projects, that you design your production plan so that as many parts of the game as possible are made in parallel, and then it all gets put together near the end of the development timeline, hopefully with enough time to fix bugs, balance gameplay, and add polish. I feel like all AAA games are developed this way: Not playable till very late. Thats why they generally suck. While a normal board meeting style development, i feel completely bamboozled by this approach. Indie games in contrast usually start with an MVP, a Minimum Viable Product, to test the basic concept. Then make the basic game loop fun. Then do the rest of the game like maps, sound, graphics, to support the central idea. AAA do all the graphics and maps and sound and AI first, somehow merge it together and just hope that it will be a "good" game, that it will be fun. Even if there is internal QA or playtesting, feedback gets consequently ignored. And people still preorder. |
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At least my game jam teams have always focused on what the core game loop is first, built that, then iterated, and my AAA teams have always tried more of an assembly-line approach where there's no game at all until everyone's already feeling the pressure. Because supposedly it's more efficient to pre-plan everything and just trust that it all comes together perfectly (art, level design, system design, engineering, sound, etc) first try rather than leaving time to iterate.
Which kind of makes sense when much of generic management takes its cues from automotive manufacturing (assembly lines, Kanban, etc).