When does Your Development End (Product vs Service)
summary
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.
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chapters (10)
- 0:00Intro
- 0:51Who are you
- 3:08When is the game done
- 3:49Milestones
- 7:14Game Jam
- 8:59Hyper Casual
- 11:36Lifecycle Management
- 14:55Forever Franchises
- 22:39Opportunity Costs
- 25:59Game Development
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