Top 5 Resources for Cutting Game Scope Sustainably
Entry 147: The Brink of Burnout
The coffee stains on my desk are a testament to the past three months. My game, once a small, elegant concept, has morphed into a sprawling beast. Every feature I thought was “essential” has added another week to the schedule. I’m drowning in my own ambition, staring down a release date that feels less like a goal and more like a cliff. My initial vision is lost in a tangle of half-finished systems and planned-but-not-started content. This isn’t sustainable. Something has to give.
The 40% Cut, 10% Value Loss Mindset
I had an epiphany last night, staring at a whiteboard covered in interconnected feature ideas. What if I could cut 40% of the game’s planned scope, but only lose 10% of the player’s perceived value? It sounds impossible, but the reality is, many features are low-impact, high-effort. They bloat development time without significantly enhancing the core experience. This mindset became my guiding star: ruthless elimination of fluff to preserve the heart of the game.
Prioritization Frameworks: My Surgical Tools
My first step was to get brutal about priorities. I needed a system to clearly separate the absolute necessities from the nice-to-haves and the outright distractions.
How I Used It: I adopted a simplified MoSCoW method. I listed every single feature, big or small, on sticky notes. Then, I categorized them:
- Must-Have: Features without which the game simply doesn’t work or isn’t fun. (e.g., core combat mechanics, saving/loading).
- Should-Have: Important features that add significant value but aren’t strictly essential for a minimum viable product. (e.g., basic crafting, one type of enemy variety).
- Could-Have: Nice-to-have features that enhance the experience but are easily cut without impacting core gameplay. (e.g., extensive customization options, multiple rare item drops).
- Won’t-Have: Features I decided to actively drop, at least for this version.
This exercise immediately revealed a massive “Could-Have” pile that had been silently accumulating time. I ruthlessly cut everything in the “Won’t-Have” category and most of the “Could-Have” items. This alone freed up weeks of development.
User Story Mapping & Vertical Slicing: Delivering Core Value Sooner
Even with prioritization, some “Must-Have” features felt overwhelmingly large. I realized I was thinking horizontally, trying to build all of one feature before moving to the next.
How I Used It: I started breaking down each “Must-Have” into its smallest, shippable vertical slice. For example, instead of building a full crafting system with dozens of recipes and intricate UIs, I aimed for: “Player can craft one basic health potion using two specific ingredients collected from one source.” This delivers a complete, albeit minimal, piece of functionality early. It’s about getting a playable loop working, then iterating. I mapped out the core player journey, identified the absolute minimum steps, and built only those. This meant fewer half-finished systems and more playable progress.
Clear Communication & Feedback Loops: My Future Self-Check
As a solo dev, “communication” can sound a bit abstract. But it’s vital to avoid feature creep in reverse.
How I Used It: I started scheduling regular “future self” meetings. Every Friday, I’d review my progress against my prioritized list and the scope cuts I’d made. I’d ask: “Is this new idea truly a Must-Have, or am I just getting distracted?” I also leveraged a small, trusted group of friends. I’d share super early, unpolished builds with them, explicitly asking: “What’s missing to make this fun?” Not: “What features should I add?” This feedback was invaluable for validating cuts. If they found the core fun without the removed features, I knew I was on the right track.
Time-Boxing & Self-Imposed Deadlines: Forcing Efficiency
Without external pressure, it’s easy to get lost in perfectionism or endless tweaking. Time-boxing became my secret weapon.
How I Used It: For every task, even small ones, I assigned a strict time limit. “Implement basic enemy AI: 4 hours.” If I hadn’t finished in 4 hours, I’d stop, assess why, and either simplify the task or move on, noting it for later. This forced me to make immediate decisions and prevented me from spiraling into endlessly refining a single element. I also set mini-deadlines for playable builds, even if they were just for myself. These artificial constraints mirrored real-world crunch in a controlled way, making me incredibly efficient.
The “Parking Lot” or “Future Ideas” List: Preserving Vision, Maintaining Focus
This was perhaps the most liberating resource. Cutting ideas can feel like killing your darlings. But deferring them is different.
How I Used It: Every time a cool idea popped into my head that wasn’t a “Must-Have” or “Should-Have” for the current scope, I immediately wrote it down in a dedicated “Parking Lot” document. This wasn’t just a random list; it was organized with a brief description and why I thought it was a good idea. This allowed me to acknowledge the idea, get it out of my head, and then refocus on the current, trimmed scope. It prevented the “what if I added this?” spiral that often leads to feature creep. It’s a dedicated space to log these choices and future ideas, much like I relied on my own game dev journal. As you tackle each hard decision and cut, it’s vital to document your thought process and track what you’re deferring or eliminating. For sustainable scope management and to avoid revisiting old decisions, consider using a dedicated space to log these choices and future ideas. Start your own today and track game development progress with our game dev journal tool. Document your dev journey with our journaling tool.
My game now feels focused. It’s smaller, yes, but it’s complete, polished, and most importantly, fun. I cut 40% of the features I initially envisioned, and through careful prioritization and ruthless trimming, I genuinely believe the player value loss is closer to 10%, if that. The core experience shines through because it’s no longer buried under layers of unnecessary complexity. This isn’t just about finishing a game; it’s about making a better one.