| Some games are born of  passion and vision, others of opportunity.   We all can be, and when fortunate enough, are working on designing  projects of passion, that resonate with us to our creative core.  As commercial artists (we need to make a  living at our craft), if a project of passion is not commercially viable, it  may not be in our best interest to produce it.   “If you build it, they will come” is unfortunately not a business model.  Being a responsible game designer means being  responsible to business needs as well. What then are the methods  for assuring a design resonates with its audience in the current business  environment? This report is a study of how design plays a role after having  been evaluated, prototyped, and accepted as a valid, fun game mechanic; though  some ideas regarding pre-evaluation validation were presented. The  author presented a development model to a number of industry professionals with  different backgrounds and specialties across the spectrum of interactive  entertainment development and publishing. This paper is a presentation of the  model and a summary of the comments from the contributors. 
         The author interviewed 8  Horseshoe participants, each of whom advocated a solution from their own  perspective., Interviewees ranged from pure game and content designers, coders,  entrepreneurs, and community managers, some of whom come from large corporate  entities, all the way to one-man shops; many of the interviewees having had  worked professionally in more than one role. The format of the interview  was to outline the problem premise and present a production model to use as a  springboard for ideas.  The ideas will be  worked back into a more robust model reflecting consensus opinion of best  practices about when and how design is integrated into a development pipeline,  from first concept to post-release content generation; also including many  routes to the trash can along the way. 
        .  Developers have no shortage of ideas to       bring to market.  Deciding on which       model to advance is an art form in and of itself, and is the discussion of       an earlier Project Horseshoe report (http://www.projecthorseshoe.com/ph06/ph06r5.htm). This process assumes a prototype has       been created to any degree that allows evaluation.       This gate is for the designer and immediate team themselves,       who sense whether or not the spark originally identified has the potential       as envisioned.  The designer and       team can make quick independent assessments as to whether or not further       development is required.. A game’s development cost is the total of the non-recurring       expenses (NRE) and recurring expenses (RE).  The NRE includes the engine, preliminary       design, and other aspects that occur only once, whereas the RE include the       costs for unique content.  Note that       some games have high NRE and low RE, and others are the other way around.  Scalable games will have an important RE       to identify early on in the process.      . Having determined in       step 1 what the monetization possibilities are, determine early on whether       or not the generation of the content required to fulfill the game will       yield positive cash results.. If the cost of content is too high, the designer       has the opportunity to redefine the scope of the product.  Perhaps building it in 2D instead of 3D;       use of a different art direction; simplification of other mechanics; and       so on.  5A. Player, Audience, and       Community Feedback.  Players are       individuals to whom the game can be shown; Audience is its intended       market; and Community refers to the bidirectional flow of information       between the Audience and Developer.        It is important to connect with the game’s community even at this       early stage.      .  As       the developers can fill in the blanks of a game prototype, the community       at large needs more depth and detail.        The Vertical Slice is the chance for a larger group of people to       evaluate the design to see if they experience it in the way the developers       did in Step 2. Once again the team has the opportunity to evaluate       whether or not the game is meeting its creative goals.  This is the most important gate, as the       next stage involves committing significant funds for production to       release.  The determination can be       made whether or not the cost to correct any shortcomings are worth       revisiting the design and creation of a new Vertical Slice.      .  With positive       feedback on a Vertical Slice, financial stakeholders should have the       confidence that the final product’s ROA will be achieved..  The product is       released to its full audience.  In       years past, this would end the product development cycle, and any feedback       would be used to inform a second, perhaps multi-year product development       cycle.  But in the age of digital       distribution, Release can mean a much less significant portion of the       entire vision of the product.      Additional feedback determines whether or not the product as       released requires additional shifts in production cost control, or ideal.        Whether or not the product is hitting its financial goals, and       additional content can be developed and released as envisioned. 
        Though this model bypasses the importance of the evaluation of       ideas at this step, a number of important concessions need to be       recognized here.       
        The  fact that the game idea is a product of passion of the designer, team, and  other stakeholders is a given. One  is the concept of “Idea, Promise, Offer, Specification, Product”.  The Idea is the game concept itself.  The Promise is a brief summary of what the  Idea provides to the player, such as “The game that has the most kinds of  destructive firepower ever.” The Offer is the price that the game will cost, in  any monetization model, that answers whether or not, for the Offer, the players  will purchase the Promise.   The  Specification is the game design, and includes the minimum specification for  fulfilling the promise, and is an indication of the development cost.  If the Idea, Promise, Offer, and Specification  all align, development of the Product can continue. Looking  at monetization at this point is also crucial.   Establish minimum and maximum figures, and determine whether or not the  Specification can be fulfilled at the minimum monetization. Make  sure the designer recognizes that part of their job is to keep production costs  down. It  can be important to involve the community at this point; if not presenting the  concept, then at least ‘reading the tea leaves’ 
        The initial designer review of the first prototype has a number of       important considerations. 
        Involve  industry connections and peers, and REALLY listen to what they have to  say.  Two ways this was expressed: “Get  outside your head and listen to what you hear.” And, “Don’t fall in love with  the idea of the idea.” Also  consider the opportunity cost at this point.   Will committing resources to this product interfere with other ideas and  opportunities? “Singles and doubles get you nowhere.  Build only triples or home runs.” Use  a very deliberate model for making decisions, such as the Boyd OODA military  model: “Observe, Orient, Decide, and Act”.   
        In steps 3, 4, and 5, be sure to include RE’s, NRE’s, and       marketing costs.  Community       involvement also has associated costs. 
        Also,  beware of the “content treadmill”.  Some  games require costly content for expansion, while others can get by on tweaks  of rule sets and production of iconography.  
        See above.       
        See above.  Also, valuable       information can be gained by reaching out to the audience and community. 
        5A.  Create fake ads for the game and measure response; create surveys and review  results. Players  enjoy being connected to the development process from an early stage, and  become tremendous advocates for your product once released.  Capitalize your relationship with your  community early on. 
        The size and scope of the vertical slice can vary tremendously, to       smaller private offerings to full scale public releases. 
        6A.  The information obtained at this time is the most important, as it is the  determining factor as to whether or not to commit full financial resources to  the production.   Look  for two different types of analytics: qualitative and quantitative.  Regarding the former, “It’s nice to hear what  they are saying”, but regarding the latter, “It’s important to know what they  are doing.”  Qualitative  information is noisy and highly interpretable, so take it with a grain of salt. 
        The decision of whether or not to continue to iterate the design,       move it into production, or abandon it all together is the most crucial       step, and is why building up to it with all of the previous moves is so       important. 
        The  single most important metric at this point is retention: in day 1 and week 1.  Also  be mindful of any production window considerations at this point, whether or  not the game can be concluded based on other important events. 
        The production of the game is of course just as critical as the       design and green light process; the purposes of this study, we leave it to       others to discuss the most robust production methodologies.       
        The release of the game also involves many aspects beyond the       scope of the game.  And ultimately,       beyond any considerations given to previous steps, only when a game is       released will it be certain that the financial model is viable.  But as discussed before, the release of       the game is but one step in an iterative process whereby the games’       reception and monetization are evaluated, and the decision to continue to       make design decisions at steps 10 and 11 now become the fun part of the       development process. section 8
 
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