Upload
loren-williams
View
226
Download
0
Tags:
Embed Size (px)
Citation preview
Changing Almost Everything
What you need to know about running free 2 play games
David Nixon, CEO, Gemini Hive, Inc.
2
Throw away what you know...
• ...about project management• ...about production timelines• ...about QA practices• ...about game design process• ...about partnership structures• ...about player preferences and play patterns• ...about critical-path efforts• ...about key success factors• ...about problem solving practices• ...about team communication
• ...Or you will most likely fail...
2
Why?
Because your business has changed from the goals up!
44
“Product”
5
“Service”
5
Practical Implications
“Start at the beginning”
7
Development Process
7
6-12 months (more?)
8
Development Process
8
6-12 months (more?)
9
Project Management
• “Cycle” is 1 week• Nobody important cares about
your launch date• Managing iterations, feedback,
priority changes• The end is the beginning• You are NEVER done
9
10
Product performance
10
11
Product performance
11
12
Product performance
• Success criteria changes. Accept it, discuss it.
• Maintain a “Commitment to Act”
• Understanding “why” is crucial• You are NEVER done*
• *Don’t give up!
12
13
Game Design
13
14
Game Design
14
15
Game Design
• Begin at the beginning• Theories, Mini-specs, A/B tests • Design measurable results• Start & end with customer
feedback• Don’t get too attached• You are NEVER done
15
16
Marketing?
16
17
Marketing?
17
18
We are all Marketing now!
• “Direct Marketing” / “Direct Response” business• Everybody’s job is to get & keep customers• Your game is a marketing tool• “Product Management” is single point of failure• Oh yeah...and...
• YOU ARE NEVER DONE!!!
18
Some Encouraging Words?
(what the heck did we get ourselves into!?)