In the complex world of game development, creating a successful game is far from a piece of cake. It requires a delicate balance of innovation, quality, and timeliness. As developers, we navigate the long road from concept to launch, planning key milestones to evaluate progress along the way. This journey often involves securing funding or attracting publishers, making certain milestones crucial for the project's survival and success. These become make-or-break points for every game. They go by many names depending on the studio (Vertical Slice, MVP, Proof of Concept, First Playable, etc.), so let's call this critical milestone the Cornerstone for now.
The Cornerstone Milestone: A Crucial Turning Point
Typically the need for a Cornerstone Milestone is triggered by a development critical
event:
Convincing a publisher/funding partner to join
Gain support from existing stakeholders to allow continued development
Building confidence on the team and solidifying understanding of the vision
It also typically marks the point that a project moves from pre-production into full production. Traditionally, the game industry has borrowed concepts from product development like the Vertical Slice (VS) or Minimum Viable Product (MVP) to solve for those purposes. However, these approaches have consistently fallen short for this stage of game development, highlighting a crucial need for change.
To understand why these frameworks fail, let's examine the core goals of the Cornerstone milestone:
Validate the game’s concept hypotheses
Demonstrate value to stakeholders as quickly as possible
Understanding and controlling development cost in the production phase
At first glance, Vertical Slices and MVPs seem to align with these goals. It’s easy to see why we adopted them. So why do they fall flat?
The Problem with Vertical Slices and MVPs in Game Development
The issue lies in the nature of creative work itself. For many game developers "Minimum viable" in MVP often translates to "nearly complete". Handing over a less than fully realized experience for feedback feels like it is far below the minimum.
A Vertical Slice is expected to deliver "a complete slice of the experience", which necessitates polished quality assets and features. Polish requires full development pipelines to be in place, which doesn’t happen on AAA games for years.
This mindset creates several problems:
Unrealistic Timelines: Producing a polished, shippable slice can take years, delaying crucial feedback and potential pivots.
Resource Intensive: Creating a "complete" experience, even for a small portion of a game, requires teams to ramp up to a larger, less nimble size earlier in development, exacerbating scaling issues like communication and putting strain on the budget too early.
Limited Flexibility: Once a polished MVP exists, teams may resist significant changes, even when feedback suggests they're necessary.
Clearly, we need new tools for these make-or-break moments in the lifecycle of our games.
The Shape of the Cornerstone
The audience for your Cornerstone should be what determines the form that it takes. Let’s evaluate two of the most critical and common audiences for these types of milestones:
High trust and high level of experience in evaluating games during early development
Low trust and/or little experience evaluating in progress games
To be successful, it is critical that you both understand your audience and you have chosen a single primary audience to focus on. Too many game teams try to accomplish it all and end up wasting valuable time and eventually failing. If your goal is to make everyone happy, no one will be. Your team will resort to crunch and the Cornerstone will fail.
To better understand our needs, let's take a closer look at what the challenges are for each of these audiences and then look at tools to solve them. We’ll tackle the easy one first.
A High Trust and High Experience Audience
This is the path for teams that have a highly receptive and knowledgeable group as their primary audience. Both high trust and high experience must be qualities they possess to use this path.
Path qualifiers:
Trust in the development team to realize the vision
The development team has completed similar work successfully in the recent past
The development team has already established trust on this project through previous deliverables
Experience seeing and evaluating games at early development stages
The audience have been developers on similar games in the past
The audience are experts at evaluating early builds and have a history of successfully working with development teams from this stage of development
The build will not go above the experienced audience to a less experienced one
If these are all true, we can choose a path that minimizes work that won’t be in the final release. This path also allows us to keep a smaller team for longer in the development cycle.
To address these constraints, let’s evaluate a new project milestone: the Minimum Usable Product (MUP).
What is the MUP?
The MUP has a few key focuses that differentiate it from an MVP or VS milestone:
Emphasis on Usability, Not Perfection: Work doesn't need to be finished or polished, it needs to be usable and ready for feedback.
Earlier Vision Realization: Teams can grasp the true nature of their creation much sooner.
Reduced Stress: Removing the pressure for perfection allows more focus on establishing the core gameplay elements and mechanics.
Clear Expectations: Using the term “Usable” instead of “Viable” aligns both teams and stakeholders to understand they're viewing an early, unfinished version.
Faster Iteration: Lower initial presentation standards enable quicker feedback and more opportunities for that feedback to be incorporated into future iteration.
Improved Resource Allocation: Focus on core functionality over polish in early stages allows the team to ramp slower, reducing the budget burn at early development stages.
Better Stakeholder Engagement: Regular, early MUP presentations keep stakeholders involved and informed.
Let’s compare MUP against the key characteristics of the MVP and VS before we move on.
MUP (Minimum usable Product) | MVP (Minimum Viable Product) | Vertical Slice | |
Core Gameplay | Functional Core Loop
| Polished Core Loop Segment
| Fully Polished Gameplay Segment
|
User Interface (UI/UX) | Basic User Interface
| Completed User Interface
| Polished User Interface and Experience
|
Art | Placeholder Art and Assets
| High-Fidelity Visuals
| Final-Quality Art Assets
|
Game Systems | Foundational Systems
| Comprehensive Game Systems
| Final Game Systems
|
Playable Content | Sample Content
| Representative Content
| Complete Feature Set
|
Technical Framework | Core Technical Framework
| Robust Technical Framework
| Technical Optimization
|
Audio | Placeholder Audio
| Professional Audio
| Polished Audio
|
Quality Assurance | Stability Focused
| Performance Focused
| Polish Focused
|
Narrative | Minimal Narrative
| Narrative Elements
| Polished Narrative
|
Monetization (for applicable games) | Placeholder
| Basic Implementation
| Polished Monetization and Retention
|
Marketing | Unsupported
| Early Support
| Marketing-Ready
|
Documentation | Filling in the blanks
| Onboarding and support
| Feedback
|
As we can see, the MUP is much better suited to early development stages. This tool allows teams to achieve their goal and continue to build trust with their stakeholders over time.
Implementing MUP in Your Development Process
To adopt the MUP approach successfully, consider these strategies:
Define Clear Goals: Establish what "usable" means for your specific project.
Prioritize Functionality Over Aesthetics: Focus on making features work before making them look good.
Regular Feedback Sessions: Schedule frequent playtests and feedback rounds.
Embrace Iteration: Be prepared for significant changes based on feedback.
A Low Trust and/or Low Experience Audience
Now that we’ve reviewed the high trust, high experience crowd, let's talk about a much more common audience that has either a low level of experience at evaluating and providing valuable feedback to early development builds or an audience that has not yet built trust with your development team. If either of these are true, the MUP won’t lead to success. Instead, we need to look at a different tool.
An Infamous Solution
Let’s take a moment to reframe our perspective and review our constraints to pass this Cornerstone Milestone.
This experience must be early enough in development to allow for significant pivots and the incorporation of feedback from critical stakeholders
The experience needs to be high enough quality for non-developers to realize the vision of the game
A successful Cornerstone is required to ramp up to the resources that will allow the team to create the final quality features and content for the game
Without this Cornerstone, development towards realizing the vision will not be possible
Looking back on our tools, MUP, MVP, and VS don’t meet these requirements.
For projects requiring early vision realization with an audience that needs to build trust and provide quality feedback on the vision, let’s consider the often-maligned demo as a tool to accomplish our goals.
The game development community mostly dislikes early, stakeholder-focused demos because they require work that won't ship with the final game. This is very understandable. These features and assets need to show a potential future version of the game so early in the development process that it requires work to be completed before pipelines are solidified, usually causing significant revisions.
Instead of considering this work “throw away” we should look at it as necessary work required for iteration. It isn't a waste if it moves the project forward. But the risk of real waste is extremely high. Demos can offer spin out of control without a very clear outline and prioritization. A demo by nature should be as small as possible while still conveying it’s message effectively.
What is a Stakeholder Demo?
The Stakeholder Demo has a few key focuses that set it apart from others like Marketing or Trade Show Demos:
Small and Mighty: As small and short of an experience as possible that communicates the vision of the game
Emphasis on experience, not perfection: A stakeholder audience does not require a perfect experience. Minor inconveniences or breaks from immersion will not sink the milestone.
Reduced Stress through clear expectations: Knowing the specific audience and purpose allows teams to focus on the critical aspects of the experience.
Time Controlled: There is a clear beginning and end to a Stakeholder Demo development cycle. Once that time is over, it is no longer a focus.
Earlier Vision Realization: Teams can grasp the true nature of their creation much sooner at a final stage and make corrections based on learnings along the way.
Implementing a Stakeholder Demo
To integrate a Stakeholder Demo, consider these strategies:
Be Aggressively Small: Each moment working on a Demo is a potential for waste. Our aim should be to thread the needle and only create what is necessary to accomplish the goals of the milestone.
Transparency and Clarity: Clearly outlining the purpose and goals to the development team is critical. Without context, a demo can feel like a sisyphean exercise.
Prioritize Experience Over All: The feel is the most important part. Hacks and behind the scenes tricks are sometimes the best tools if they are quick and easily replaceable.
Regular Feedback Sessions: Schedule frequent playtests and feedback rounds.
Embrace Iteration: Prepare the team for significant change after receiving feedback. Celebrate the success of their work in getting to the feedback you receive this early in the process.
Challenges of Implementation
Implementing a major change like the one we’ve explored here is always going to encounter some form of resistance and require expectation setting. We will need to adopt a two pronged approach, one for the development team and another for the stakeholder audience.
Let’s tackle the stakeholder audience first since they are the make-or-break lynchpin in this scenario. The first step is, of course, understanding your audience properly.
Interview your stakeholder audience
Understand the stakeholder’s constraints and goals
Determine the reach of your audience. Is this staying with a small group or going wide within their organization?
Propose the business case
Highlight the problems with the current process and show how the new process will address them
Focus on long-term benefits while acknowledging short-term challenges
Quantify the potential benefits using data and metrics
Address risks and concerns
Anticipate the problems your stakeholder audience will encounter
Outline mitigation strategies
Involve the Stakeholder
Seek their input and incorporate their ideas where possible
Emphasize the increased involvement in the final product this process allows
Be prepared to compromise and find a solution that works for both teams. Stakeholders often work within their own set of constraints.
Implementing this change on a development team will take a similar approach with some key differences. In my experience, game development teams will have two major concerns. Experienced team members will be concerned about creating unpolished work. Many teams have completed high quality work previously in their careers, only for it to be reviewed by an audience that wasn’t prepared or capable of judging the quality of the delivery at that stage of development. If you have already completed your assessment and pitch to the Stakeholder Audience, you will have the information to ease their concerns. This will, of course, require a trusting relationship built with your team.
The secondary concern I commonly see from developers is about their work being wasted. To address this you can have a transparent discussion about the project goals and constraints. Your goal is to come to a decision that everyone understands. Consensus is not the target, understanding the purpose of the proposed solution is. This will allow the team to work toward the goals confidently. To accomplish this level of transparency, we must come prepared.
Preparation for Team Implementation:
Define clear, specific, realistic goals
Develop your implementation plan (timeline, resource plans, schedules)
Communicate the change thoroughly to all team members, explaining benefits and addressing concerns.
Monitor progress closely and gather feedback regularly
Be reactive! Make adjustments based on the team’s feedback
Celebrate the successes and recognize the team’s efforts
Don’t Throw out the VS!
With all this being said, a good Vertical Slice still has a place in game development. It just isn’t appropriate for the turning point of a project from pre-production to production. I have found that Vertical Slices are still a critical milestone for projects as they approach the halfway point of a healthy development cycle. Completing your pre-production properly, without crunching to hobble together something unrealistic will give you the data needed to understand your true timeline on completing the content needed for a true VS or MVP milestone. This could be critical for a game reveal closer to development or a key milestone in the middle of your production phase to garner support and feedback. At that point, the goals of these tools will match your development team’s phase of development.
Conclusion
As the game development industry evolves, so must our approaches to creating and evaluating early-stage products. The shift from Vertical Slices and MVPs as the turning point from pre-production to production to Minimum Usable Products and Stakeholder Demos represents a more realistic and beneficial paradigm for game developers.
By embracing the best fitting tools for the situation, development teams can foster creativity, improve resource allocation, and ultimately create better games through rapid iteration and feedback.
Remember, game development isn't just a piece of cake—it's a complex recipe that requires the right ingredients and methods. By adopting the right approach, we can ensure that our Cornerstone milestones truly support and enhance the development process, rather than becoming obstacles to overcome.
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