Nicholas Jun/ 26/ 2019 | 0
Most of the time, especially with a small company, starting with a smaller scope can lead to a better game.
A Smaller Scope
With a smaller scope, game developers can hone in on what makes the game special. A smaller scope can also lay the groundwork to create a more enjoyable experience. In the beginning of video games, they were designed to be very hard. They required a player to put in a lot of time mastering the controls and becoming skilled. This allowed early video games to overcome hardware limitations and provide an engaging, if infuriating, experiences.
With an increase in hardware capabilities, games grew larger and more impressive. Games didn’t have to be so hard to keep audiences engaged. These large games quickly became the norm. However, the companies producing these huge games were huge! Most tiny Indie teams can’t produce games of that magnitude.
Practicing what we Preach
During the design process for Jumping the Gun, we had to keep this in mind. We originally wanted to develop a game with an open-world feel that could be explored freely, interacting with a wide variety of terrain and several unique characters. However, we quickly realized that if we did this, the game would have taken a hit in many areas. We focused our design down, cut what wasn’t essential, and, in the process, found what truly made our game fun.
Instead of allowing the player free reign of an open world, the game takes place inside of buildings. This allows us to create more detailed and cleaner stages with our small team. Having a huge world, many levels, and tons of characters can be great, don’t get us wrong. It just shouldn’t come at the cost of focus and quality. No one wants to spend their time playing an boring and buggy game.
So, to allow our small team to create a great game, we began with a small scope.