[arg_discuss] How long is your dev cycle?
Adrian Hon
adrian at mssv.net
Wed Dec 21 12:07:28 EST 2005
On 21 Dec 2005, at 15:47, Jennifer Nicole Chiment wrote:
> But what do people think? Is there a bare minimum people would be
> willing
> to run with (6 weeks?!?)? And is there a point of developmental
> diminishing returns (personally I think yes)? Can the pre-launch
> development “take over” a game, making responsiveness to players
> subordinate to the game timeline set out in development?
I feel that with dev times, as usual, it's horses for courses. The
amount of time required to develop an ARG depends on what you want it
to achieve in terms of length, immersiveness, depth, player numbers,
demographics and reliance on other products or brands. The 'standard
ARG' (if such a thing exists!) seems to be about two or three months
long, and with other games I've seen dev times of about 3-8 months
for commercial games.
Again though, dev time also depends on the number of people who are
actually doing the developing, and how much time they spend on it per
day (and whether they need to get approval from other bodies such as
associated brands, etc). I have no doubt that a good team, be they
volunteers or commercial, could develop a great ARG with only a month
of preparation time. They might kill themselves in the process, or it
might be a very different sort of ARG than what we're used to, but
the great thing with ARGs is that you can spend as much or as little
time or money you want on them, and you can still come out with a
great game.
In terms of Perplex City, our game will be running many times the
length of a standard ARG, and so our dev cycle is probably more akin
to running a arc-based serialised TV show like Lost or 24, or perhaps
an MMOG. In other words, for the story, we have a planning horizon
that extends a few months into the future in decreasing detail.
That's not to say that we don't know what we want to happen further
down the line than that, but it's obviously in less detail. It's not
really efficient planning in detail any further than that because we
just end up having to change things due to having better ideas or
circumstances change. So the development never stops :)
Adrian
--
Adrian Hon - mssv.net
Executive Producer and Director of Play, Mind Candy
mindcandydesign.com - newmars.com - ibiblio.org/astrobiology
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