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When does Your Development End (Product vs Service)

Panelat Pocket Gamer Connects Jordan 2019 · 2019-11-02..11-03· [game-development]
linkedin:oscarclark
links:none on file
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Panel argues games stop being "done" and become products to manage: genres decide lifecycle — CCGs and MOBAs need continuous content and live ops, hyper‑casual runs 5‑day prototype tests and often a 15‑day cycle to validate or kill a concept, while some titles are planned as long‑running (FarmVille hits 10‑year support). Examples: CSR → CSR2 shows live‑ops redesigns, communities rebuild PlayStation Home after its 2015 shutdown, and players invest hundreds of hours (No Man's Sky ~600h, MOBAs ~200h). Metrics, handovers and pipeline templates determine whether a project continues.

AI-written summary · about

  1. 0:00Intro
  2. 0:51Who are you
  3. 3:08When is the game done
  4. 3:49Milestones
  5. 7:14Game Jam
  6. 8:59Hyper Casual
  7. 11:36Lifecycle Management
  8. 14:55Forever Franchises
  9. 22:39Opportunity Costs
  10. 25:59Game Development
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