Cutting Features Print

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Deciding what not to build.

WHY IT IS NECESSARY

Every project has more ideas than time.

WHAT TO ASK OF ANY FEATURE

Does the core loop need it? Would players notice its absence? What does it cost to finish, not to start?

WHY THAT LAST QUESTION

Features are cheap to prototype and expensive to complete.

WHAT TO CUT FIRST

Features serving no clear purpose Features you cannot finish well Features requiring content you cannot produce Systems interacting with everything else

WHY THAT LAST CATEGORY

They multiply testing and defects across the whole game.

WHAT TO KEEP

Whatever makes the game distinctive.

WHAT TO BE HONEST ABOUT

Features kept because of effort already spent.

WHY

Effort spent is gone regardless of the decision.

WHAT TO DO WITH CUT WORK

Record it, in case a later project uses it.

WHAT TO NEVER DO

Leave a feature half-implemented in the release.

WHY

An obviously incomplete system damages perception of everything else.

WHAT TO PREFER

A smaller game that is complete.

WHAT TO TELL PLAYERS

Nothing about what was cut.

WHY

They judge what exists.


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