I always tried to do something similar but it seems impossible in videogames, unless you are aiming a 2D mobile game.
I always tried to do something similar but it seems impossible in videogames, unless you are aiming a 2D mobile game.
All the graphics for the game above can use placeholders, or even solid colors.
Having no experience in gamedev, I could imagine that as in other fields these milestones are a bit orthogonal. You need a works-like prototype for internal use to confirm the basic questions like "is it fun" before committing to polish, and you need that vertical slice looks-like prototype to do demos, make a sizzle reel for Kickstarter, convince investors, etc.
The excellent NoClip doc on Horizon Zero Dawn talks about them actually making a handful of prototypes that explored various aspects of the game's mechanics (combat, traversal, etc) and then having to figure out how to integrate those concepts into a single entity. There are a few clips at https://youtu.be/h9tLcD1r-6w?t=1186 that show a very early demo of the Thunderjaw concept, with the destroyable parts just as big colored boxes.
On the other side of things, it's wild when you look at a game like Hollow Knight: Silksong, for which there was a reveal trailer over two years ago that showed seemingly dozens of fully finished environments, enemy encounters, etc— but in terms of the overall stage of the project, it must have been in alpha or pre-alpha at that point (unless it's encountered some significant unforeseen development barriers): https://www.youtube.com/watch?v=pFAknD_9U7c
It's rought equivalent to a pilot for a TV series: https://askagamedev.tumblr.com/post/77406994278/game-develop...
EDIT: I just remembered the other alternative - Early Access. This allows the developers to sell the game before it's complete and solicit gamer testing/feedback during the development process while iterating. It's a popular approach for smaller studios.
Mark Cerny, a developer for a lot of Sega and Sony titles, always suggests an experimental pre-production phase and a structured production. The former is meant to figure out the requirements for the latter and clarify the nature of the product.
You can noodle on mechanics, art direction, story, etc with a small team before you go into production but you probably won't have an actual viable product coming out of that stage.
As many others have pointed out, a vertical slice is the term that applies to this vertical of making games. So, even the terms are audience specific - MVP for owners and Vertical Slice for staff.
You often don't ship this MVP to the public but use it to attract publishers or to demo at game conferences.
[Oped below]
So much of what makes a game good is art and feel based so testing early and often whether you're on the right track is important. Game studios that are smaller have to do this. Larger ones can take the hit if they make a bad call in favor of controlling the marketing/presentation more carefully. I'm not entirely sure how they test. Similar to developers I think most people in the game development industry have good or reasonable instincts about games that would work.
I think I’m in the minority, but I really care very little about the art and feel; I’m die-hard about the mechanics of the game. I hear people ranting and raving about the “cinematic quality of the game art” and I find myself thinking, “I mean, that’s nice, but there are all of these glaring issues with weapon balance and map design, the net code favors laggy players, the time-to-kill is so low that network rather than skill dominates the outcome of almost every confrontation, and the server randomly disconnects people...”. I play a lot of first person shooters, and I rarely care whether the “skin” of the game is futuristic, present day, WWII era, etc as long as the mechanics are right.
But to each their own! It's nice to see the variety available from movie-like experiences to pixel art with all ranges of game mechanics.
Making Your First Game: Minimum Viable Product - Scope Small, Start Right - Extra Credits https://www.youtube.com/watch?v=UvCri1tqIxQ
It's been a while since I've watched it, but I think you should take MVP to mean "what's the smallest game I can build to tell whether it is fun" and not "what is the smallest thing I can build that people will buy".
Vertical slice is the product we show to management.It's crude and only has the most core elements. No music very few sounds no introduction. Something similar to a prealpha product that you can play with.
MVP in our company is like beta products that you put on the stores, those early access ones. You get full audio, polished visuals, full FTUE and the means of payment, etc. Basically a full game but with a bery limited amount of gameplay contents. Say Doom but only with e1m1 and e1m2.
Then we grow from there and add a lot of things if it looks good. We first push the MVP (early access) to Tier-3 countries and then gradually open access to all countries if the revenue looks good. We kill it if it doesn't pose a positive return after some tweaking. The majority of programming frameworks are done at this stage but new contents still need code here and there. Eventually you are planning new major features e. g. pvp that needs new frameworks but that's probably months after MVP.
An MVP for a game is the cheapest playable version of the game you intend to make. It's hard to say anything else because games are an even more general category than apps: you might find out that you want a physical boardgame.
From a games perspective the customer is actually much more picky than investors and the market is hard to get discovered in. Your MVP is a finished game.
For industry investors (publishers) it depends on your pedigree and connections to a large extent. No name, first time indies will find it hard to get a bad publishing deal without a nearly complete game. Well connected industry veterans will have a deal worth millions based on a pitch alone even prior to starting a studio.
For more traditional startup investors you need pedigree, an idea of how you'll scale, some evidence that you can actually build the thing and to be in a segment hitting the zeitgeist. For example over the last few years doing something with mobile GaaS, VR/AR, blockchain, cloud streaming/native and so on.
I'd argue that if your goal is MVP, you probably aren't making art. Think sketches and studies and not products imo. That's the path to lasting greatness in gamedev.
For a painting, I'm not sure because I'm not an artist, but is the investment large?
An MVP of a painting is a sketch. An MVP of a film is a smaller film with the less important parts of the plot stripped, made with a phone camera and paper decorations in the backyard.
That's kind of my point. Not that no art can be made to be sold. But art made with sales as a primary success criteria is only a subset of art-space. And a lot of the great art out there (video games included) did not originate from that subset.
- plant seed
- harvest seed
- use income to buy better seeds
rinse repeat