Closing in on the weekend I had gotten zero done but still a fair amount of time, then I got a call for another job and I realized Mage's Tower had to be cancelled.
While I definitely do not like cancelling projects, projects do get cancelled. They do so in the games industry as well. And yes it's even happened at BioWare. So this brings up a good point.
How do you know when to cut a project?
To be perfect honest, I've asked around, I've searched books, and I cannot find a good answer. It's a hard question. I'm still struggling with it myself. Here's my guidelines. Hopefully they'll help.
- Run out of Money
- Poor Validation
- Project Languishing
- Cut Early
Run out of Money

Poor Validation

If you don't, it's often a lot of time, effort and heartache realizing that the rest of the world doesn't look upon this idea as fondly as you do.
So when do you cut for poor validation? As soon realize you can't refine an idea well enough to get the broad appeal you need.
Project Languishing

This has to end up going by gut feeling. And that in turn ends up being the brutal and ongoing persistence of the team involved. If they are determined enough, nearly any long cycle game can be completed. But the better to ask: Is it worth it?
Cut Early
If you are going to cut, the best time to cut is AS EARLY AS POSSIBLE. This is why I stress that sanity test in the beginning. The amount of time, effort, resources, and possibly heartache increases on a logarithmic scale, the longer you wait. Finding the best ways to figure out when to cut early has been one of my #1 goals. And that sanity test is a big part of it.

Heck even robot chicken sanity tests their stuff. You can afford to do it too.
I feel lucky I've only had to cancel less than 10 projects. Only 2 of which were very serious. The others were more hobby projects and they were cancelled early. Which looking back now, was certainly the right thing to do.
So for now technically Mage Tower is mothballed. But what about you? When do you usually cut projects?
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