The Indie Dev’s Guide to Choosing Scope vs. Wishlist
The Indie Dev’s Guide to Choosing Scope vs. Wishlist
It’s a common story in indie game development: a brilliant idea sparks, a whirlwind of features follows, and suddenly, you’re staring at a project too vast to finish. For solo developers, this isn’t just a challenge; it’s a launch-killer. The key to avoiding this pitfall is to treat your game’s scope not as an endless wishlist, but as a carefully managed subscription budget.
Objectively Assessing Your Skills and Time
When starting a project, the first step is a brutal self-assessment. Are you a coding wizard, or do you struggle with complex systems? Do you have ten hours a week, or a full-time commitment? Be honest about your current skill set and available time, as this forms the bedrock of your “budget.” Trying to build an open-world RPG with a full-time job and beginner programming skills is like trying to fund a triple-A title with pocket change – it simply won’t work. Successful indie developers often start small, mastering core mechanics before attempting grander visions. Consider games like “Stardew Valley” or "Undertale"; while they appear expansive now, their initial versions were tightly scoped, focusing on essential gameplay loops.
Breaking Down Features into Manageable Tasks
Every feature, no matter how small, has a cost in time and effort. Instead of listing “combat system,” break it down: “player attack animation,” “enemy health bar,” “damage calculation,” “enemy AI pathfinding.” Each of these is a distinct item on your “subscription bill.” This granular breakdown forces you to confront the true cost of your wishlist items. It also helps you visualize the development path, preventing vague " someday" features from bloating your project.
Establishing MVP (Minimum Viable Product) and Stretch Goals
Your MVP is the absolute core of your game – the bare minimum set of features that makes it playable and enjoyable. This is your “essential subscription tier.” For “Among Us,” the MVP was simple: a few imposter roles, basic tasks, and voting. Everything else – new maps, cosmetic items – were stretch goals, or “premium add-ons” that came later. Define your MVP clearly. What is the one unique thing your game offers? What can you remove without breaking the core experience? Once you have a working MVP, you can then consider “stretch goals,” features that would be nice to have if time and resources allow. These are your optional, higher-tier subscriptions.
The Undeniable Benefits of Documenting Every Decision
This is where the “budgeting” analogy truly shines. If you don’t write it down, how will you remember what’s in your "budget"? A game development log, or “game dev journal,” becomes your financial ledger, your project plan, and your memory bank all in one. Document every feature idea, every decision to include or exclude something, and the reasoning behind it. This practice helps you track game development progress, preventing scope creep by giving you a clear record of your initial commitments.
Think of it this way: when you decide to cut a feature, you’re “canceling a subscription.” Documenting that cancellation and the reason why helps you avoid adding it back later, just as a budget helps you resist impulse purchases. A well-maintained game dev journal also acts as a devlog, a powerful tool for sharing your journey with your community and attracting early adopters. For a powerful way to organize your thoughts and track your game’s progress, start journaling your development journey with our free journaling tool: Game Dev Journal.
Common Pitfalls and How to Avoid Them
One common pitfall is the “shiny object syndrome,” where a new idea derails all previous planning. Your game dev journal becomes your anchor. Refer back to your MVP and your “budget” before integrating any new feature. Another pitfall is ignoring technical debt; pushing features without addressing underlying issues will eventually crash your project. Document technical challenges and allocate time to resolve them in your “budget.” Consistent journaling also helps you identify patterns in your workflow, highlighting areas where you consistently underestimate time or struggle with certain tasks, allowing for more accurate future “budgeting.”
Ultimately, treating your game’s scope like a subscription budget isn’t about limiting creativity; it’s about channeling it effectively. It’s about building a solid foundation, launching a playable game, and then iteratively adding value. Your game development log is your essential tool in this process, guiding you from an ambitious wishlist to a successful launch.