"Just One More Feature..." - How Scope Creep Buried My First Game
The Siren Song of “Just One More Feature…”
My first game was supposed to be a simple puzzle platformer.
It ended up a sprawling, buggy mess that took three years to (barely) finish.
The culprit? Scope creep, that insidious voice whispering promises of perfection with “just one more feature.” It almost killed my passion for game development.
The Dream and the Delusion
I envisioned Echo Bloom as a tight, focused experience. The core mechanic was manipulating light to solve puzzles. It was fresh, I thought, and totally achievable within a few months.
I was wrong.
Initially, the puzzles were satisfying and challenging. Playtesters enjoyed the core loop. But then the doubts crept in.
“What if we added a narrative layer?” I wondered. “It needs more depth,” I told myself.
That was mistake number one.
Feature Bloat: A Case Study in Ruin
The narrative layer ballooned. I added dialogue trees, branching storylines, and multiple endings. This meant more art, more writing, and more complex code.
Then came the characters. The lone protagonist felt… lonely. I decided to introduce companions, each with unique abilities.
More art. More code. More time.
The original light mechanic was overshadowed by new systems. It was still there, but buried beneath layers of unnecessary complexity.
I wanted to make the game “better,” but I was only making it bigger.
Burnout and the Inevitable Delays
The deadlines I’d initially set evaporated. The project dragged on. What was supposed to take months stretched into years.
My motivation plummeted. Working on Echo Bloom felt like a chore. The initial excitement was replaced by a heavy sense of dread.
I became irritable, neglecting other aspects of my life. Burnout hit hard, leaving me exhausted and disillusioned.
Saying "No": A Lesson Learned the Hard Way
Looking back, the biggest mistake was not learning to say “no.” Every suggestion, every new idea, I embraced with open arms.
I lacked the discipline to prioritize. I focused on adding features instead of polishing the core gameplay.
I confused quantity with quality.
Strategies for Scope Management
So, how do you avoid the trap of scope creep? Here’s what I learned from the Echo Bloom disaster.
Plan, Plan, and Plan Again
Detailed planning is your best defense. Define the core features upfront. Create a comprehensive design document and stick to it.
Break down the project into smaller, manageable tasks. Estimate the time required for each task, and be realistic. Double it.
Prioritizeruthlessly
Not all features are created equal. Identify the features that are essential to the core experience. These are your priority.
Anything that doesn’t directly support the core gameplay should be considered secondary, or even cut entirely. Use a feature matrix to help visualize and prioritize features based on impact and effort.
Embrace the “Minimum Viable Product” (MVP)
Focus on creating a playable version of the game with the core features. This is your MVP.
Get it into the hands of playtesters as early as possible. Gather feedback and iterate.
Don’t worry about adding bells and whistles until you have a solid foundation.
Set Realistic Deadlines
Be honest with yourself about how much time you have to dedicate to the project. Set deadlines that are achievable.
It’s better to release a polished, focused game on time than a bloated, buggy mess late.
The Power of “No”
Learn to say “no” to non-essential features. This is the hardest, but most important, lesson.
It’s okay to reject suggestions, even if they sound good. Remember, every new feature adds complexity and risk.
Be polite, but firm. Explain why you’re not adding the feature. Focus on the overall vision for the game.
Continuous Evaluation is Key
Regularly review your project goals and progress. Are you still on track? Are the features you’re adding truly necessary?
Be willing to cut features that aren’t working or that are taking too long to implement. Don’t be afraid to kill your darlings.
Echo Bloom taught me a painful but valuable lesson. Scope creep is a real threat, and it can derail even the most promising projects.
Learn from my mistakes. Plan carefully, prioritize ruthlessly, and learn to say “no.”
Your first game will thank you for it. And so will your sanity.