Comparing Game Scopes: Wishlist or Budget?
My Dream Game Died: A Solo Dev Postmortem on Scope Creep
Hey everyone, itâs⌠well, itâs been a while. Iâm writing this because I need to, and maybe, just maybe, itâll help someone avoid the agonizing, soul-crushing failure I just experienced. My game, âProject Nova,â is dead. Not in Early Access limbo, not âon hiatus,â but completely, utterly dead. The cause of death? Scope creep, exacerbated by a âwishlistâ approach to game development instead of a 'scope budgetâ.
The âWishlistâ Trap: A Galaxy Too Far
âProject Novaâ was supposed to be a procedurally generated space exploration RPG, a blend of FTL, No Manâs Sky, and Mass Effect. Ambitious? Absolutely. Impossible? I didnât think so, not at first. I envisioned players charting uncharted galaxies, discovering alien civilizations, engaging in complex diplomacy, building space stations, commanding fleets, and uncovering a cosmic mystery.
My feature list ballooned from a manageable set of core mechanics to a sprawling, interconnected web of systems. Every time I played a new game or saw a cool mechanic, Iâd think, âThat would be amazing in Nova!â I was building a wishlist, not a game plan. I wasnât asking if these features were feasible, or if they added enough player value to justify the development time. I was just adding, adding, adding. The disconnect between my ambition and my actual resources â me, myself, and I â was staggering.
Data-Driven Scope: The Sobering Truth
Before you even start thinking about your cool features, letâs get real. How long does game dev actually take? Itâs easy to dream, itâs harder to execute.
Research suggests that a single character model, rigged and animated, can easily take a solo developer 40-80 hours. A simple enemy AI? Another 20-40 hours. A single polished environment? 60-100 hours, minimum. Complex systems like procedural generation or nuanced dialogue trees can take weeks or even months for a single person to implement, test, and debug. These are just rough estimates, and the specifics depend on your skill level and the complexity of the assets, but they provide a crucial dose of reality. I wish I had internalised this early. Instead I was deluding myself that one month, I could knock out character creation, 3 alien races and 10 ships.
Stop guesstimating and start grounding your plans in reality. Search for âaverage game development timeâ for specific tasks. Gather real data, not just wishful thinking.
Prioritization & Core Loops: What Really Matters
The core gameplay loop of âProject Novaâ was supposed to be exploration, discovery, and resource management. Everything else â space station construction, fleet battles â was secondary. But I treated them as equally important, diverting precious time and resources away from the core experience.
Ask yourself: Whatâs the one thing your game absolutely needs to be fun? Focus relentlessly on that. Cut everything else. Seriously. If it doesnât directly enhance the core loop, itâs a distraction. I should have ruthlessly pruned my feature list, focusing on making exploration and discovery compelling before even thinking about building a space station.
The 'Scope Budgetâ: Time is Money (and Sanity)
Imagine youâre not just building a game, but subscribing to it, month by month. Each feature âcostsâ development time. A character customization system might âcostâ one month, while a complex trading system âcostsâ two.
You have a limited âbudgetâ each month. If you overspend, you go into debt â in the form of burnout, missed deadlines, and a perpetually unfinished game.
I blew my âscope budgetâ in the first few months, promising features I couldnât possibly deliver. I treated scope like an unlimited resource, instead of a finite one.
Estimation Techniques: Getting Real with Time
Break down every task into its smallest components. Donât just estimate "implement combat system"; estimate âcode basic attack,â âcode enemy AI,â âcreate attack animations,â âtest combat,â etc.
Use tools like Gantt charts to visualize your timeline and dependencies. Be honest about your skill level and your available time. Add buffer time for unexpected problems (because there will be unexpected problems).
I avoided detailed task breakdowns because it felt overwhelming. But that avoidance only compounded the problem, leading to wildly inaccurate estimates and a schedule that was completely detached from reality.
Cutting Scope (the hard part): Saying âNoâ to Your Dreams
This is the hardest part, but itâs also the most crucial. You must be willing to kill your darlings.
Identify the features that are the least essential and the most time-consuming. Cut them without mercy. Think about the 80/20 rule: what 20% of the features deliver 80% of the player value? Focus on that 20%.
I was too attached to my vision. I couldnât bear to cut features, even when it was clear they were unsustainable. This led to a game that was a mile wide and an inch deep â a collection of half-finished systems that never came together.
Reflecting and Planning: Donât Repeat My Mistakes
Donât let âProject Novaâ be your cautionary tale. Learn from my mistakes.
Start by listing every feature you want in your game. Then, ruthlessly prioritize them based on their impact on the core gameplay loop and their feasibility given your resources. Create a realistic development schedule, and stick to it.
Tracking Progress and Scope: Journal Your Way to Success
The key to avoiding scope creep is constant self-reflection and accurate time tracking. I wish I had kept a detailed development log from the beginning.
Consistently documenting your process can turn feelings and hunches into reliable estimates. For solo devs, that level of self-awareness is key. Why not start tracking your scope today with our Game Dev Journal?
Tracking time and scope will help you:
- Generate accurate future scope estimations.
- Become a more agile project manager.
- Identify when your project is in danger of scope creep.
Donât make the same mistakes I did. Learn from âProject Novaâsâ demise, embrace the âscope budgetâ mentality, and build a game that is both ambitious and achievable. Good luck. Youâll need it.