{"id":819,"date":"2013-03-28T06:24:05","date_gmt":"2013-03-28T10:24:05","guid":{"rendered":"http:\/\/www.dashjump.com\/?p=819"},"modified":"2013-05-06T23:30:10","modified_gmt":"2013-05-07T03:30:10","slug":"developers-block","status":"publish","type":"post","link":"https:\/\/www.dashjump.com\/blog\/developers-block\/","title":{"rendered":"Three Strategies for Curing Developer\u2019s Block"},"content":{"rendered":"<figure id=\"attachment_820\" aria-describedby=\"caption-attachment-820\" style=\"width: 650px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-820\" alt=\"Developer's Block in action\" src=\"http:\/\/www.dashjump.com\/setup\/wp-content\/uploads\/2013\/03\/sleep-desk.jpg\" width=\"650\" height=\"435\" srcset=\"https:\/\/www.dashjump.com\/setup\/wp-content\/uploads\/2013\/03\/sleep-desk.jpg 650w, https:\/\/www.dashjump.com\/setup\/wp-content\/uploads\/2013\/03\/sleep-desk-300x200.jpg 300w\" sizes=\"auto, (max-width: 650px) 100vw, 650px\" \/><figcaption id=\"caption-attachment-820\" class=\"wp-caption-text\">Photo: <a title=\"Developer's Block in action\" href=\"http:\/\/www.flickr.com\/photos\/johnjoh\/368511463\/in\/photostream\/\">Flickr<\/a><\/figcaption><\/figure>\n<p>Imagine this: Your indie studio\u2019s newest title, <em>Dream Game<\/em>, is a surprise hit! As accolades pour in, sales climb and climb, and your head seems to be wrapped in a shimmering fog of pride and disbelief. Your baby, the dream project you poured yourself into for the last few years, is an unquestionable success.<\/p>\n<p>Fast forward ten years later. The publisher calls yet another concept meeting about <em>Dream Game 9<\/em>, even though <em>Dream Game 7<\/em> just hit the shelves two weeks ago \u2013 not to mention you\u2019re behind schedule on <em>Dream Game Party<\/em> for handhelds, <em>Dream Game Tactics XL<\/em> for mobile, and that damn <em>Dream Game<\/em> CCG that you\u2019ve been trying to avoid. You wearily pencil in the meeting, thinking, \u201cIf only I could start over on something new, I wouldn\u2019t have to work on the same games anymore!\u201d <!--more When did this happen? When did your dream game become something you\u2019d do anything to get away from?--><\/p>\n<p>When did this happen? When did your dream game become something you\u2019d do anything to get away from?<\/p>\n<p>In any creative hit-driven industry, managing risk is a critical task. Most of the time, the safest project is the one most likely to succeed; yet ideas that don\u2019t stray far from the pack tend to wear everyone out involved in the product lifecycle in the long term \u2013 from the creative directors to the line developers, QA testers and even the audience.<\/p>\n<p>Luckily, there are techniques that can help with managing developer\u2019s block, grouped under three main strategies: <b>Finding fresh blood<\/b>, <b>re-invigorating yourself<\/b>, and <b>delegating with trust<\/b>.<\/p>\n<p><strong>Finding Fresh Blood<\/strong><\/p>\n<p>When your team\u2019s been slogging away on a project for too long, it\u2019s easy to lose sight of the original vision you had at the start, or even maintain the same level of enthusiasm all the way through. Fortunately there\u2019s a secret weapon to help counter this, and it\u2019s probably something you\u2019re already doing: playtesting.<\/p>\n<figure id=\"attachment_822\" aria-describedby=\"caption-attachment-822\" style=\"width: 386px\" class=\"wp-caption alignright\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-822\" alt=\"Playtesting\" src=\"http:\/\/www.dashjump.com\/setup\/wp-content\/uploads\/2013\/03\/playtest.jpg\" width=\"386\" height=\"290\" srcset=\"https:\/\/www.dashjump.com\/setup\/wp-content\/uploads\/2013\/03\/playtest.jpg 386w, https:\/\/www.dashjump.com\/setup\/wp-content\/uploads\/2013\/03\/playtest-300x225.jpg 300w\" sizes=\"auto, (max-width: 386px) 100vw, 386px\" \/><figcaption id=\"caption-attachment-822\" class=\"wp-caption-text\">The joys of playtesting.<\/figcaption><\/figure>\n<p>Exposing your game to new players can give you a rejuvenating kick right in the inspiration when you see how new players actually react to the game, especially when you\u2019ve been making significant progress behind closed doors. If you can structure playtests to make it as exciting for your testers as possible, they\u2019ll respond with contagious enthusiasm that could spread to the rest of the dev team.<\/p>\n<p>The next step is just as logical \u2013 bringing on new team members, whether they\u2019re interns, industry newbies or veterans. As long as your team configuration is structured to encourage and manage new ideas, adding a new voice to the project can do wonders for assessing the current state of the game for new possibilities.<\/p>\n<p><strong>Re-invigorating Yourself<\/strong><\/p>\n<p>Recruiting new people and ideas can definitely be helpful, but don\u2019t underestimate your own capabilities. If you\u2019re trudging through a bad case of developer\u2019s block, it might be time to ask yourself some hard questions. Are you getting stuck in a rut? Is your current project starting to bore you, even though you couldn\u2019t wait to get into the office a few months ago? If this is the case, you might be due for an infusion of inspiration.<\/p>\n<p>A great way to manage this is to seek out new activities and experiences, ideally beyond your comfort zone. The strange, heightened sensation of being in a completely new situation with no pre-formed ideas of how to act or what to do can help jolt your thought process out of its rut, opening you to new ways of looking at the same problems you\u2019ve been dealing with for months.<\/p>\n<figure id=\"attachment_823\" aria-describedby=\"caption-attachment-823\" style=\"width: 320px\" class=\"wp-caption alignleft\"><img loading=\"lazy\" decoding=\"async\" class=\" wp-image-823 \" alt=\"Paintball\" src=\"http:\/\/www.dashjump.com\/setup\/wp-content\/uploads\/2013\/03\/paintball.jpg\" width=\"320\" height=\"240\" srcset=\"https:\/\/www.dashjump.com\/setup\/wp-content\/uploads\/2013\/03\/paintball.jpg 400w, https:\/\/www.dashjump.com\/setup\/wp-content\/uploads\/2013\/03\/paintball-300x225.jpg 300w\" sizes=\"auto, (max-width: 320px) 100vw, 320px\" \/><figcaption id=\"caption-attachment-823\" class=\"wp-caption-text\">Paintball was an inspiration for Gears of War&#8217;s cover shooting.<\/figcaption><\/figure>\n<p>It\u2019s impossible to say where inspiration can come from \u2013 Will Wright drew inspiration to create <em>The Sims<\/em> in part from reading a <a title=\"The Design of Everyday Things\" href=\"http:\/\/www.amazon.com\/Design-Everyday-Things-Donald-Norman\/dp\/0465067107\">book about architecture<\/a>; Cliff Bleszinski\u00a0credits <em>Gears of War<\/em>\u2019s \u201cdestroyed beauty\u201d aesthetic from a trip to Europe, and parts of its gameplay from playing <a title=\"Paintball and Gears of War\" href=\"http:\/\/kotaku.com\/5452654\/how-cover-shaped-gamings-last-decade\">paintball<\/a>. Live a little outside the office and you\u2019ll be amazed at what it does for your project.<\/p>\n<p><strong>Delegating with Trust<\/strong><\/p>\n<p>If finding new voices and searching for inspiration doesn\u2019t work, there\u2019s a third option that might. If all else fails, or if circumstances prevent you from continuing to work on the game, recruiting another studio to take the reins is a viable option. Fortunately, there are two recent high-profile examples of this we can examine: 343 Industries\u2019 <em>Halo 4<\/em> and Kojima Productions and Platinum Games\u2019 <em>Metal Gear Rising: Revengeance<\/em>.<\/p>\n<p>Taking over for Bungie as the steward of the <em>Halo<\/em> franchise was an incredible challenge for 343. If they succeeded, their reward would largely be anonymous to their largest audience segment of casual FPS fans. If they failed, they would go down in history as the team that ruined <em>Halo<\/em>. Luckily, by all accounts they succeeded, and in no small part to their ability to look at the IP through new eyes.<\/p>\n<p>While the <em>Halo<\/em> games have gradually perfected their formula over the last decade with gameplay tweaks, new multiplayer modes and a (debatably confusing) multitude of story threads, one key element had all but been abandoned after the first title: a sense of wonder, from when everything about <em>Halo<\/em> was new. Fighting the Covenant for the first time, driving the Warthog, exploring the wide-open battlefields, encountering cryptic Forerunner relics, battling the Flood \u2013 the first game packed in moment after moment of these brand new experiences, and a generation of fans was born.<\/p>\n<figure id=\"attachment_824\" aria-describedby=\"caption-attachment-824\" style=\"width: 384px\" class=\"wp-caption alignright\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-824\" alt=\"Halo 4\" src=\"http:\/\/www.dashjump.com\/setup\/wp-content\/uploads\/2013\/03\/halo-4.jpg\" width=\"384\" height=\"216\" srcset=\"https:\/\/www.dashjump.com\/setup\/wp-content\/uploads\/2013\/03\/halo-4.jpg 384w, https:\/\/www.dashjump.com\/setup\/wp-content\/uploads\/2013\/03\/halo-4-300x168.jpg 300w\" sizes=\"auto, (max-width: 384px) 100vw, 384px\" \/><figcaption id=\"caption-attachment-824\" class=\"wp-caption-text\"><em>Halo 4<\/em> made efforts to restore the series&#8217; sense of wonder and awe.<\/figcaption><\/figure>\n<p>Sure, later games saw advances in graphics, online play, ragdoll animations and player abilities, but none of them managed to recapture the sense of awe that permeated the first game. 343 is to be commended for identifying this as a key pillar of the franchise worth revisiting, and it\u2019s not unreasonable to see why it took a brand-new studio to make it a reality.<\/p>\n<p><em>Metal Gear Rising<\/em> is another story. The project\u2019s <a title=\"Metal Gear Rising: Revengeance\" href=\"http:\/\/www.polygon.com\/2013\/2\/13\/3983698\/kojipro-and-the-frustrating-process-of-handing-metal-gear-rising\">troubled development history<\/a> wasn\u2019t well known until recently, but luckily the game has managed to overcome its rocky path to release. Nearly cancelled because Kojima\u2019s team simply couldn\u2019t produce the fast action gameplay required, it was only when they entrusted Platinum Games with handling development duties could the project move forward.<\/p>\n<p>While Kojima\u2019s team is one of the top development houses in the industry, they were smart enough to realize that the project was not playing to their strengths, and utilized their studio relationships to delegate actual development of the game, trusting Platinum to do what they do best, to critically acclaimed results.<\/p>\n<p><strong>Diversity of Experience: The Renewable Creativity Resources<\/strong><\/p>\n<p>There\u2019s a burgeoning movement happening in the industry for more diversity. Whether it\u2019s encouraging more <a title=\"Pixelles\" href=\"http:\/\/pixelles.ca\/\">women<\/a>,\u00a0<a title=\"dys4ia\" href=\"http:\/\/www.newgrounds.com\/portal\/view\/591565\">transgendered developers<\/a> or ethnic minorities to start making games, this is an excellent trend and should be encouraged whole-heartedly by any gamer or game maker who values innovative, new experiences.<\/p>\n<p>Look at it this way \u2013 are you satisfied with the variety of games available today? If you answered yes, and you\u2019re aware that the industry is still dominated by straight white males, doesn\u2019t that make you curious about what new kinds of games we\u2019d have if we had more varied points of view contributing?<\/p>\n<p>This industry of ours is an amazing thing. Let\u2019s make sure it can continue fostering creative expression, encouraging newcomers and exploring new realms of what\u2019s possible for the next generation, and for the one after that.<\/p>\n<p>And like most things worth doing, it all starts with you.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Imagine this: Your indie studio\u2019s newest title, Dream Game, is a surprise hit! As accolades pour in, sales climb and climb, and your head seems to be wrapped in a shimmering fog of pride and disbelief. Your baby, the dream &hellip;<\/p>\n<p class=\"read-more\"> <a class=\"more-link\" href=\"https:\/\/www.dashjump.com\/blog\/developers-block\/\"> <span class=\"screen-reader-text\">Three Strategies for Curing Developer\u2019s Block<\/span> Read More &raquo;<\/a><\/p>\n","protected":false},"author":2,"featured_media":820,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[31,5,90],"tags":[77,188,78,79],"class_list":["post-819","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-culture","category-game-design","category-game-dev-tips","tag-development","tag-game-design","tag-halo","tag-metal-gear"],"aioseo_notices":[],"_links":{"self":[{"href":"https:\/\/www.dashjump.com\/blog\/wp-json\/wp\/v2\/posts\/819","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.dashjump.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.dashjump.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.dashjump.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.dashjump.com\/blog\/wp-json\/wp\/v2\/comments?post=819"}],"version-history":[{"count":10,"href":"https:\/\/www.dashjump.com\/blog\/wp-json\/wp\/v2\/posts\/819\/revisions"}],"predecessor-version":[{"id":1004,"href":"https:\/\/www.dashjump.com\/blog\/wp-json\/wp\/v2\/posts\/819\/revisions\/1004"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.dashjump.com\/blog\/wp-json\/wp\/v2\/media\/820"}],"wp:attachment":[{"href":"https:\/\/www.dashjump.com\/blog\/wp-json\/wp\/v2\/media?parent=819"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.dashjump.com\/blog\/wp-json\/wp\/v2\/categories?post=819"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.dashjump.com\/blog\/wp-json\/wp\/v2\/tags?post=819"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}