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For a developer to determine what he can accomplish
within his time and budget constraints, he must come up with a plan for how
he is going to create the game. The end result of that planning should be
a road map of specific steps that the developer needs to take to create the
game. Such steps become the development milestones, the safety points at
which the publisher doles out advance payments to the developer.
The milestone payment method of development offers several advantages to
both the developer and publisher:
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It is an objective means by which both the developer
and the publisher can measure progress. However, milestones need to be written
in such a way that a third person can read the milestone description and
determine exactly what the milestone should accomplish. It also helps for
the developer to establish procedures to help the publisher determine that
the milestone does exactly what it's supposed to do. An excellent place to
include such procedures is in a technical design document created as one
of the game's first milestones.
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It provides interim goals for the developer, helping
him to focus his efforts. Developers should prioritize tasks so that they
do the most important tasks first. If the project is technology-based, completion
of the game engine should be one of the earlier milestones. For games primarily
driven by art, the initial milestones should involve storyboarding and approval
of art direction. Scheduling the difficult milestones to be early in development
allows both the developer and the publisher to project the completion date
more accurately. Just be sure to build in time at the start of schedule for
experimenting with new techniques, as well as time at the end for debugging
and polishing.
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It alerts both the publisher and developer to
problems early enough for them to correct the problem or re-evaluate their
participation in the project. If the project is determined to be jeopardized,
it is best to terminate it quickly so that everyone can get on with their
lives and move on to more profitable ventures.
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It allows the publisher to invest money into the
game gradually, minimizing his exposure should the project suffer problems.
This is best done by weighting milestone payments toward the end of the project,
although it does place an extremely heavy burden and risk on the developer,
especially if the game is canceled before its completion.
Unfortunately, some developers with whom I've
worked did not take such planning seriously, which was obvious by the very
terse technical design documents they created at the start of the project.
They apparently thought that, with the difficulty of predicting creative
and technological inspiration, with so many details being discovered or changing
during development, how can anyone possibly come up with a plan that's worth
the paper it's written on? Why not just design as you go?
Such thinking misses the point entirely. As Dwight D. Eisenhower was fond
of saying, "In preparing for battle I have always found that plans are useless,
but planning is indispensable." Taking time to create a plan has the following
benefits:
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It creates a clear, well thought out vision for
everyone to follow. The people who have a claim on creative control (director,
writer, producer, designer) need to share a common vision for the project,
or they will be working at odds with each other.
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It helps the developer to consider all the necessary
factors and make informed ongoing judgments. If a developer deals with problems
only as they occur and fails to have any contingency plans, he is guaranteeing
that the project will go over time and over budget.
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It demonstrates to the publisher that the developer
has seriously considered all aspects of the process. Building confidence
between the developer and publisher early on will help minimize problems
that will surely come down the road.
"But wait!" you say. "If it's so important to
carefully craft milestones that will guide the developer and the publisher
through the project along the safest path, then why are most milestones written
into the contract - before the developer has had proper time, resources and
funding to analyze the project?" That is a conundrum, all right, but there
are ways around it available to both parties.
The publisher has a strong interest in having the interim steps of the game's
development delineated in the contract. Should it ever be necessary to cancel
the game, it is easier from a legal viewpoint to determine how far along
the project was and what each party's remaining obligations are to each other.
However, some publishers create two agreements for each project - one agreement
to develop the project up through the design, technical design review, and
creation of development milestones, and a separate agreement to develop the
project from that point onwards. Thus, the publisher keeps inherently flawed
milestones from being put into the contract while minimizing his exposure
should he have to cancel the project.
If the publisher won't enter into such a two-stage development agreement,
the developer still has some recourse should he discover that his initial
milestone schedule is flawed. He can amend the contract with a revised milestone
delivery schedule. Both parties must be agreeable to revising the contract,
of course. But if the developer does indeed have a compelling argument for
changing the milestones, then it would be of mutual interest to make such
a revision.
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