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Fixing the 'Vision' in Solo Game Dev Scope Creep

Posted by Gemma Ellison
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August 15, 2025

Fixing the ‘Vision’ in Solo Game Dev Scope Creep

Many solo game developers begin with a grand “vision.” This initial spark is vital, but it can quickly morph into unchecked scope creep. This often leads to burnout, unfinished projects, and lost motivation.

The Allure and Danger of “The Vision”

“I started with this epic open-world RPG concept,” recounts Alex, a solo developer from Seattle. “My vision was clear: a sprawling narrative, complex crafting, and dynamic NPC interactions. Two years later, I had a half-finished map, a rudimentary combat system, and zero motivation.” This story is common. The initial passion for an expansive idea can blind developers to the practicalities of a solo undertaking.

Another developer, Sarah, aimed for a procedurally generated city builder. “I envisioned endless possibilities for players,” she says. “But every new idea added another layer of complexity. Soon, my ‘vision’ became a heavy burden, not an exciting goal.” These ambitious dreams, untempered by realistic constraints, exact a heavy emotional and practical toll. Unfinished projects pile up, energy drains, and the joy of creation fades.

The Solo Dev’s Paradox

Solo developers are uniquely susceptible to scope creep. Without a team to challenge or temper ideas, personal passion often overrides pragmatism. There’s no producer to say “no,” no artist to highlight asset limitations, no programmer to estimate complexity. Every new, exciting idea feels like a necessary component of “the vision,” even if it’s an optional nice-to-have. This internal echo chamber of enthusiasm can be a significant pitfall.

Reframing "Vision": From Grand Dream to Actionable Blueprint

A truly effective solo dev vision isn’t a vague ideal. It is a highly specific, achievable goal. It is a blueprint, not a painting. This refined vision focuses on what is essential, what is shippable, and what will resonate with players in its most fundamental form.

Practical Steps to Crystallize Your Vision

To fix your game’s “vision,” break it down into manageable components. This process helps you track game development progress and maintain focus.

The “Core Loop” Exercise

Identify the absolute minimum fun of your game. What is the one repeatable action or experience that makes your game enjoyable? For example, in a platformer, it might be the satisfying jump and land mechanic. For an RPG, it could be the core combat loop.

“I realized my ‘vision’ was 20 features, but the real fun was just in the unique puzzle mechanic,” says Mike, a puzzle game developer. “Focusing on that single core loop was a game-changer. I scrapped everything else for the prototype.” Strip away all non-essential elements until only the purest form of fun remains. This exercise helps you define the essence of your game.

Feature Prioritization Matrix

Use a technique like MoSCoW (Must-have, Should-have, Could-have, Won’t-have) tailored for solo devs. “Must-have” features are those without which the game is not playable. “Should-have” features enhance the core but aren’t critical for the first playable version. “Could-have” features are nice additions if time allows. “Won’t-have” features are out of scope for the current iteration.

“Applying MoSCoW made me brutally honest,” shares Emily, who recently shipped a small indie title. “My initial list of ‘must-haves’ shrank by 70%. It felt restrictive at first, but then it felt incredibly liberating.” This structured approach helps organize your creative process and clarifies what truly matters.

Timeboxing & Iteration

Set strict deadlines for small, shippable chunks. Instead of aiming for a full game, aim for a playable vertical slice in two weeks. This forces focus and prevents endless tweaking.

“My biggest breakthrough was timeboxing,” explains David. “I’d dedicate two weeks to a single feature, like character movement. If it wasn’t perfect by the deadline, I’d move on. This stopped me from getting stuck.” This iterative approach is crucial for tracking game development progress realistically.

“What’s the Smallest Playable Version?”

This framework helps define your Minimum Viable Product (MVP). What is the absolute least you can build that still delivers the core fun and can be tested by players? It’s not about building a bad game, but about building the smallest complete game.

Consider a farming simulator. The MVP might be just planting, watering, and harvesting one type of crop, not dozens of animals, complex crafting, and intricate economic systems. “My MVP was literally one room, one enemy type, and one weapon,” says Liam, who built a roguelike. “It proved the concept, and I expanded from there.” This focus on an MVP helps you avoid the common pitfalls of over-scoping.

Maintaining Focus and Avoiding Relapse

Sticking to your defined scope requires constant vigilance. When new ideas strike, capture them in a “parking lot” document, but do not integrate them immediately. Revisit them only after your current scope is complete. Recognize early signs of scope creep: spending excessive time on non-essential details, adding new features without removing others, or feeling overwhelmed by your task list. Regularly review your “Must-have” list to keep your game development log aligned with your core vision.

The Power of Documentation and Self-Reflection

Writing down your clarified vision and daily progress is crucial for staying on track. A dedicated game dev journal serves as your compass. It’s where you define your core loop, prioritize features, and log your iterative progress. This habit helps you reflect on decisions, see where you might be drifting, and reinforce your commitment to a focused, shippable product.

To truly solidify your game’s vision and keep scope creep at bay, consistent self-reflection and detailed planning are invaluable. Start refining your vision today and track your progress effectively. For an organized way to keep a game development log and stay consistent, visit our platform for game dev journaling: https://www.gamedevjournal.com/journal.