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	<title>Comments on: What&#8217;s a Good Length For Game Projects?</title>
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	<link>http://www.gameproducer.net/2010/07/23/whats-a-good-length-for-game-projects/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: tycoon games</title>
		<link>http://www.gameproducer.net/2010/07/23/whats-a-good-length-for-game-projects/comment-page-1/#comment-141468</link>
		<dc:creator>tycoon games</dc:creator>
		<pubDate>Wed, 28 Jul 2010 11:20:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4956#comment-141468</guid>
		<description>Curiously, the games I spent more time on, weren&#039;t the one that made me more money. I am going to spend 3-4 months each game now, if possible even less.</description>
		<content:encoded><![CDATA[<p>Curiously, the games I spent more time on, weren&#8217;t the one that made me more money. I am going to spend 3-4 months each game now, if possible even less.</p>
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		<title>By: MrPhil</title>
		<link>http://www.gameproducer.net/2010/07/23/whats-a-good-length-for-game-projects/comment-page-1/#comment-141456</link>
		<dc:creator>MrPhil</dc:creator>
		<pubDate>Tue, 27 Jul 2010 20:27:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4956#comment-141456</guid>
		<description>Thanks for the perspective Jake.  I like your rule: &quot;if you REALLY need to extend the deadline for a reason that will guarantee more money then you can do it, but not for some designer whim or because you slacked off&quot; It makes all the sense in the world, I&#039;ll be using it!</description>
		<content:encoded><![CDATA[<p>Thanks for the perspective Jake.  I like your rule: &#8220;if you REALLY need to extend the deadline for a reason that will guarantee more money then you can do it, but not for some designer whim or because you slacked off&#8221; It makes all the sense in the world, I&#8217;ll be using it!</p>
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		<title>By: Simeon Pashley</title>
		<link>http://www.gameproducer.net/2010/07/23/whats-a-good-length-for-game-projects/comment-page-1/#comment-141413</link>
		<dc:creator>Simeon Pashley</dc:creator>
		<pubDate>Sat, 24 Jul 2010 22:25:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4956#comment-141413</guid>
		<description>In my world, 2 to 4 years is about the norm for a AAA console game. 12 months for a Xbla or Psn game. I&#039;m writing a series of posts about his on my blog right now. 

It is possible to stay motivated over that period but it&#039;s hard work trying to keep 100 developers all going in the same direction and happy at the same time.</description>
		<content:encoded><![CDATA[<p>In my world, 2 to 4 years is about the norm for a AAA console game. 12 months for a Xbla or Psn game. I&#8217;m writing a series of posts about his on my blog right now. </p>
<p>It is possible to stay motivated over that period but it&#8217;s hard work trying to keep 100 developers all going in the same direction and happy at the same time.</p>
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		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2010/07/23/whats-a-good-length-for-game-projects/comment-page-1/#comment-141410</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Sat, 24 Jul 2010 20:36:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4956#comment-141410</guid>
		<description>I feel that calendar length is somewhat more important than real working hours... due the motivational factor. Long projects mean harder times for motivation.

I really like that Jake&#039;s &quot;if I was to start again, I&#039;d put 3 intense months&quot;. I like that.</description>
		<content:encoded><![CDATA[<p>I feel that calendar length is somewhat more important than real working hours&#8230; due the motivational factor. Long projects mean harder times for motivation.</p>
<p>I really like that Jake&#8217;s &#8220;if I was to start again, I&#8217;d put 3 intense months&#8221;. I like that.</p>
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		<title>By: Ranko</title>
		<link>http://www.gameproducer.net/2010/07/23/whats-a-good-length-for-game-projects/comment-page-1/#comment-141407</link>
		<dc:creator>Ranko</dc:creator>
		<pubDate>Sat, 24 Jul 2010 09:01:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4956#comment-141407</guid>
		<description>I&#039;m going to create a game in 1 month maximum then spend 1 more month to focus on attracting targeted people to my website and improve the game with updates depending on the users feedback.

If you don&#039;t focus on providing next gen graphics it&#039;s doable.

But i agree that for bigger projects like rpgs or adventures games 3 to 6 months is necessary.</description>
		<content:encoded><![CDATA[<p>I&#8217;m going to create a game in 1 month maximum then spend 1 more month to focus on attracting targeted people to my website and improve the game with updates depending on the users feedback.</p>
<p>If you don&#8217;t focus on providing next gen graphics it&#8217;s doable.</p>
<p>But i agree that for bigger projects like rpgs or adventures games 3 to 6 months is necessary.</p>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2010/07/23/whats-a-good-length-for-game-projects/comment-page-1/#comment-141403</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Sat, 24 Jul 2010 00:04:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4956#comment-141403</guid>
		<description>Yes MrPhil, I do agree with that, with the proviso that if you REALLY need to extend the deadline for a reason that will guarantee more money then you can do it, but not for some designer whim or because you slacked off.  I made 3 games with unmovable deadlines: 2 Christmas games and 1 Easter game. I got them done on time otherwise I would&#039;ve had to wait a year before releasing!</description>
		<content:encoded><![CDATA[<p>Yes MrPhil, I do agree with that, with the proviso that if you REALLY need to extend the deadline for a reason that will guarantee more money then you can do it, but not for some designer whim or because you slacked off.  I made 3 games with unmovable deadlines: 2 Christmas games and 1 Easter game. I got them done on time otherwise I would&#8217;ve had to wait a year before releasing!</p>
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		<title>By: BrainCandy</title>
		<link>http://www.gameproducer.net/2010/07/23/whats-a-good-length-for-game-projects/comment-page-1/#comment-141402</link>
		<dc:creator>BrainCandy</dc:creator>
		<pubDate>Fri, 23 Jul 2010 22:44:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4956#comment-141402</guid>
		<description>Aiming for an 11 moth dev cycle, but if you are taking pre-prod into consideration, we should be hitting a 2 year milestone when we expect to release. It seems long, but we could actually go with a bit more time. Alas, as you said, time is money and a budget can only take you so far...</description>
		<content:encoded><![CDATA[<p>Aiming for an 11 moth dev cycle, but if you are taking pre-prod into consideration, we should be hitting a 2 year milestone when we expect to release. It seems long, but we could actually go with a bit more time. Alas, as you said, time is money and a budget can only take you so far&#8230;</p>
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		<title>By: MrPhil</title>
		<link>http://www.gameproducer.net/2010/07/23/whats-a-good-length-for-game-projects/comment-page-1/#comment-141401</link>
		<dc:creator>MrPhil</dc:creator>
		<pubDate>Fri, 23 Jul 2010 22:39:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4956#comment-141401</guid>
		<description>Does anyone think a drop dead date is a good idea?  The idea being to scoping the project and committing yourself to publishing on that date or killing the project.  At least, this way you don&#039;t flounder around on an idea way past your motivation and enthusiasm.  Plus, the next project will benefit from the experience you&#039;ve gained on the last project.  You can always comeback to ideas down the road if your passion remains or returns later.</description>
		<content:encoded><![CDATA[<p>Does anyone think a drop dead date is a good idea?  The idea being to scoping the project and committing yourself to publishing on that date or killing the project.  At least, this way you don&#8217;t flounder around on an idea way past your motivation and enthusiasm.  Plus, the next project will benefit from the experience you&#8217;ve gained on the last project.  You can always comeback to ideas down the road if your passion remains or returns later.</p>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2010/07/23/whats-a-good-length-for-game-projects/comment-page-1/#comment-141399</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Fri, 23 Jul 2010 22:05:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4956#comment-141399</guid>
		<description>If I started again now, I&#039;d make something in 3 intense months to test out my chosen platform and marketing techniques. Then I&#039;d repeat, gradually increasing time and investment.  Of course some platforms require less time (Flash) and some require much more (XBLA).  Still too many Indies fall into the long project trap.  Plus think about this: what about overrun?  For example, you say it&#039;ll take 6 months and then you spend a year.  At least if you scope for 3 months, hopefully it won&#039;t overrun beyond 6.</description>
		<content:encoded><![CDATA[<p>If I started again now, I&#8217;d make something in 3 intense months to test out my chosen platform and marketing techniques. Then I&#8217;d repeat, gradually increasing time and investment.  Of course some platforms require less time (Flash) and some require much more (XBLA).  Still too many Indies fall into the long project trap.  Plus think about this: what about overrun?  For example, you say it&#8217;ll take 6 months and then you spend a year.  At least if you scope for 3 months, hopefully it won&#8217;t overrun beyond 6.</p>
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		<title>By: Sam</title>
		<link>http://www.gameproducer.net/2010/07/23/whats-a-good-length-for-game-projects/comment-page-1/#comment-141398</link>
		<dc:creator>Sam</dc:creator>
		<pubDate>Fri, 23 Jul 2010 21:35:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=4956#comment-141398</guid>
		<description>Like many have said it&#039;s what kind of a game you&#039;re working on.

I would like to add another point to that - how much time you can devote to the project/day.

My projects have been on the sidelines, so I go on and off the past couple of years, partly because of a full time gig, family and changing of the guard - losing/gaining artist/programmer, etc.,</description>
		<content:encoded><![CDATA[<p>Like many have said it&#8217;s what kind of a game you&#8217;re working on.</p>
<p>I would like to add another point to that &#8211; how much time you can devote to the project/day.</p>
<p>My projects have been on the sidelines, so I go on and off the past couple of years, partly because of a full time gig, family and changing of the guard &#8211; losing/gaining artist/programmer, etc.,</p>
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