Is it Still Scope Creep if you Plan for It?
July 24, 2015
Scope creep. The bane of software project managers everywhere. That state of being where more features and more features and even more features work their way into a software product beyond the original scope of the project. They may be good features, they may not. Regardless, they inevitably cause a project to take longer than originally estimated.
Observant players of my first computer adventure, Sleuthhounds: The Unlocked Room, may recall that the credits of the game stated “Watch for the next Sleuthhounds adventure / Coming Spring 2015.” Well, we’ve very clearly passed spring now and the next Sleuthhounds adventure, The Cursed Cannon, is still a ways away from being released. So much so that I can’t yet commit to a release date, although August seems promising. Or possibly September. Or hopefully not before the end of the year. This decade definitely.
So, why the delay? There are a number of reasons, actually, but basically they all boil down to three things.
Complexity
When I created the first Sleuthhounds game, The Unlocked Room, I very intentionally kept the game design simple. This was because I was developing my own game engine at the same time. I wanted a simple game so I wouldn’t have to think too much about its design while I was getting the basic underlying technology in place.
Most of the first game consists of a single character proceeding linearly through the rooms of the game. As the player proceeds, they are unable to go back to earlier rooms. As well, since it’s mostly only one character moving around, complex character-to-character interactions didn’t factor into things. Finally, the various animated sequences of the first game tend to be much simpler than in the second game; with the most complex sequence from the first game (Pureluck Homes knocking a ladder down from a room above) being only slightly more complex than the least complex sequence in the second game.
From a technical standpoint, the design of the second game is much more involved and complex than the first game in every way. So even though I tracked how long things took to do in the first game, those numbers tended to be low when compared to the complexity of the second game.
Breaking Point
When I created the first game I really didn’t know how far I’d be able to push the technology. I didn’t know how complex I could get with animations. I didn’t know how well character conversations would work. I didn’t know how involved incorporating things like voice files, sound effects, and music would be. I didn’t know. I didn’t know. I didn’t know.
When I first designed the second game – back before the first game was even really started – it was much less ambitious than it is now. It was going to be another tiny adventure with length about equal to the first one.
However, once I finished the first game, I realized that the power and flexibility of the game engine and its scripting system were such that I could push the game design much more, which accounts for the increased complexity I discussed above.
With the second game I knew the development tools and process much better. I wanted to see how far I could take the second game in terms of puzzle complexity, grander animated sequences, and non-linearity. The answer is, pretty far. Pretty far but at the expense of making the game much longer than I’d originally anticipated. I estimate the current design for the game is almost triple the size of what I had originally planned.
Play Testing
One goal I had with the first game was to get it done and out the door as quickly as possible. Its primary job was to have just enough content to enable decent construction of the underlying game engine technology. Tech typically either works or it doesn’t. There’s not a lot of gray area in between, so it was very clear when the first game had hit its goal.
With the second game, especially after I decided to push its design so much farther, the end goal is a little different. The second game is much more about the story and characters instead of the technology. Story and characters have a lot more gray area in them. You have to put across enough information to players so they can understand what’s going on, but not so much that they get bored and lose focus.
To help determine that, with the second game I did something that I skipped over with the first game. I ran a play test.
Basically, this consisted of getting several people in the room and watching them play the game while it was still in a relatively early state. They would comment on issues they found or if they had suggestions on how they thought the game could be better. And of course, just watching people play really reveals the areas that are working and the areas that players are struggling with.
In conducting the play test I came away with almost eleven pages of point form notes for things that came up during the session. This was in addition to the list of technical issues that I was aware of that needed fixing.
The biggest change to come out of the play test session was my approach to the Jane Ampson specific Storyboard gameplay mechanic. I’ve previously blogged about changing the Storyboards to be a Timeline so I won’t go into further detail there. Suffice it to say that since that mechanic formed a core part of the gameplay prior to the play test, then changing it out had a lot of repercussions both big and small through most of the game.
The notes and ideas that came out of the play test session were really useful. To be fair, I’m not implementing all of them but I am implementing a good number of them. Put simply, that takes more time. Those items that are going in, I feel, are worth the extra cost in extended development time.
Final Thoughts
I don’t know exactly when the game will release at this point. However, I do have an itemized list of everything that’s outstanding. The number of things unfinished on the list are very much outnumbered by the finished things on the list. The ending may not quite be in sight just yet, but I would say it’s just beyond the next hill.
Obviously I would have liked my initial estimates for how big the game was and for when it would release to be correct. However, from the beginning, part of the reason for doing the first two small games was to get a better sense of how long things took to develop so that when I scope out the first full length game I have some actual history and experience to base its estimation on.
At the end of the day does that make the second game a success or a failure? I think it probably makes it a successure. Or possibly a fail…um…cess? Failcess.
Watch for The Cursed Cannon coming…sometime.
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27: Kitchens, Spared No Expense
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31: Updating the Safe
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20: Christmas Sale and Mini Mysteries
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26: Working on Workouts
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07: Rewrites and Recodes
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03: Things to Do in Acts 1 to 3
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19: Escaping the Balcony (A Goldilocks Puzzle)
12: Facts more Fun than Fiction
05: Ramping Up Difficulty in an Adventure
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29: Evolution of a Scene
22: Characters: Sources of Problems and Solutions
15: The Act 3 Countdown
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01: Cheating in the Name of Narrative
February
22: Meet the Suspects - Edward Noble
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25: Letting the Player Fail
18: Meet the Suspects - Tobias Rotterdam
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2018
December
28: New Free Games Section
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14: From Body Language to Sleuthhounds
07: Ludum Dare 43 - Body Language
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30: Meet the Suspects - Carmichael Portly
23: Meet the Suspects - Marion Wood
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09: Safe Cracking
02: Meet the Suspects - Captain Warwick Windwhistler
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25: Halloween Sale and Mini Mysteries
19: Meet the Suspects - Sir Reginald Price
12: Meet the Suspects - Joanna Price
05: Revising Rough Drafts
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28: Light in the Dark
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01: Walk the Walk
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April
27: Saves, the Bookmarks of Games
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13: Homes and Ampson Together and Apart
06: Dialog as Interesting Gameplay, Take 3
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30: Dialog as Interesting Gameplay, Take 2
23: Dialog as Interesting Gameplay, Take 1
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09: Iterating on the Dining Room
02: Refining with Index Cards
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23: Refining with Puzzle Dependency Charts
16: Refining Practically
09: Sleuthhounds Valentine's Sale
02: Refining Geographically
January
26: Feature Length Design Challenge
12: The New Sleuthhounds Cast
05: New Year, New Direction
2017
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29: Distorting Voices - Muffled Neighbours
22: Merry Christmas, 2017
18: Announcing: Sleuthhounds - The Yuletide Tail
15: Sleuthhounds Holiday Sale
08: Distorting Voices - Old Time Phonograph
01: The Yuletide Tail Trailer
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17: Christmas Countdown
10: Short Story Published: Rites and Responsibilities
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27: The Halloween Deception - Post Mortem, Part 1
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15: Let is Snow! Let it Snow!
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22: Does an Idea Have Legs?
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08: So You Want to Make a Computer Game: Deploying
01: State of the Union, 2016
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18: Ludum Dare 34: Rise of the Weeds
11: So You Want to Make a Computer Game: The Critical Path
04: An Hour of Code for Ludum Dare
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20: Obfuscating NaNoWriMo Manuscripts
13: So You Want to Make a Computer Game: Inventory Items
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23: Coming Soon: Sleuthhounds - The Cursed Cannon
16: So You Want to Make a Computer Game: The Virtual World
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18: So You Want to Make a Computer Game: The First Step
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August
28: Ludum Dare 33: You are the Monster
21: Game Performance: It's the Software's Fault
14: Short Story Published: Where There's Thunder
07: Game Performance: It's the Hardware's Fault
July
31: CMYW - Support Your Local Game Dev
24: Is it Still Scope Creep if you Plan for It?
17: After a Game Engine, You Can Program Anything
10: An Avalanche of Done-ness
03: Sleuthhounds with Style
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19: Benefit of Writing Comics: Humour or Humor
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08: eBook Publishers: Final Comparison
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17: Benefit of Writing Comics: Writing Tight
10: eBook Publishers: Apple
03: Sleuthhounds Production Update - The Critical Path, Designing from the End
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27: Sleuthhounds Production Update - Games Have Rough Drafts Too
20: Benefit of Writing Comics: Long-term Story Planning
13: eBook Publishers: Google
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13: eBook Publishers: Kobo
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30: Deadlines and the Estimates that Make Them (OR Why the Sleuthhounds Demo isn't Ready)
23: Adventures in Canadian ISBNs
16: Benefits of Writing Comics: Releasing Material
09: eBook Publishers: Amazon
02: New Year's Resolutions: Making Time
2014
December
26: Quack V – The Unwrapped Present
19: Benefit of Writing Comics: Constant, Regular Practice
12: What’s next? Elementary, my dear Ampson. Sleuthhounds!
05: Announcing: Satin & Sutherland – The Golden Curse
November
28: Coming Soon: Satin & Sutherland – The Golden Curse
21: Enter the Cubes
14: Covers, Judging By
07: Hello, World!