This week I chose to talk about three things concerning my research topic I already knew without looking anything up yet. The first thing I can almost guarantee is that any form of successful development practice would include some form of Kanban, Six Sigma, Agile, Lean or something in between those philosophies or management styles. After reading about them and seeing them in action you can’t deny they are incredibly effective and I can’t imagine a team could succeed in the modern era without employing at least one of those methods to their project plans. So when it comes to best practices for developing small game apps I can say for a fact that I would see more efficient and effective work being done with at least one of these methods being used.
Another thing that I know for sure is projects of this size will almost always use small teams over large teams for many reasons. First small team communication is almost always better the flow of ideas is more consistent and the project has a more solid idea of what it wants to be without a bunch of people pulling it in different directions. Most companies would also not waste the resources since a large group working on a small game app would just step over each others toes and not everyone would stay consistently busy, thus reducing efficiency. These small groups allow for more control over what can be done and in the case of SuperCell the game company that made Clash of Clans i mentioned in my progress report, this is exactly why they chose this route. I’ve also learned a great deal about project management and am at least competent enough to see that small teams with a lot of freedom can do great things for a company.
The first two parts might seem obvious but I think there is a larger part to consider and that is the fact that I know that all of these successful small game app companies employ some sort of strategic psychological manipulation of the reward system in the human brain. The design of the games themselves are created and altered regularly to trigger addictive tendencies that exist within many human beings. The end result is creating a constant need to stay connected to the activity and just like casino’s know the power of gambling, so too does the video gaming world. Some games are very good at this and give you the similar feeling to eating a bag of Cheetos, where you eat a lot and still feel hungry afterwards. Under no other circumstances could some games whose development costs were less than $100,000 dollars pull in almost $500,000 to 1.9 million a day without being some unique and unregulated form of underage gambling.
Article – The Dark Side of Information Technology