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Hit that Deadline!

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Orangebeard
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Joined: 10/13/2011

lewpuls "Intentions" post has inspired me to share some thoughts on practical techniques for meeting deadlines. I will try to get some basic thoughts and examples down with the hope that some good discussion will start...

1) Commit to the deadline. If you aren't taking the deadline seriously yourself, there is very little chance of meeting it on time. If a deadline is proposed to you that you know is unreasonable, try to renegotiate the deadline immediately rather than waiting until the last minute to request an extension. If you are successful (and I think there is a good chance that you will be), make sure you hit the new deadline.

2) "Back into" the deadline. What does that mean? In my experience, there are many steps required to meet a deadline and I find it helpful to "back into" the deadline date. For example, a publisher asks that your prototype be delivered in 90 days. It will take 5 days to travel by mail (85), 1 day to package and confirm you have included all parts (84), 2 weeks to receive all of the game components (70), 1 week to print (63), 1 month to playtest and review feedback (33) leaving you with slightly more than 1 month design, develop and test the game before playtesting.

3) Hope for the best, expect the worst. The above example assumes there are no problems along the way. Will holiday shipping increase the mailing time? Is your printer backlogged with orders and unable to finish in 1 week? Is your game component supplier out of dice? Try to give yourself extra days to allow for unexpected delays (down to 25 now...) and develop a back up plan as early as possible.

4) Communicate clearly and often. Whenever you are dependent on another person or company to help you meet a deadline, you should be very clear about your expectations at the start of the project. The people assisting you will appreciate knowing the requirements at the beginning rather than needing to change direction mid-way through the project. For example, if you need cards printed, be clear with the printer on the size of the print job and when it is needed.

"I need 6, 52 card, 4 color decks printed with the attached image on the back, cut, boxed, wrapped and delivered to me to later than November 20th. Can you meet that requirement?"

And then follow up with a phone call or email! It would be nice if everyone told you about new problems that are delaying your print job, but don't expect that. In this example, I would expect that a professional printer would not mind a follow up call a few days later to ensure there are no questions or missing requirements. Later, you may speak or email again to ensure your print job is in progress and finally to ensure that the job is finished and shipped.

If you leave the impression that you are serious and "on top" of the project, the people helping you will be more likely to be "on top" of their responsibilities. If you leave the impression that the deadline is not important, then you can expect that your project may be delayed in favor of a more "serious" deadline.

Hopefully this helps - I would love to hear anyone else's advice for meeting deadlines!

BubbleChucks
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Joined: 06/07/2012
Recent experience taken into

Recent experience taken into account, I think the best way to accommodate the greater percentage of deadlines is to complete the work before exposing yourself to them.

Game design is very much a hobby for me at the moment, because the possibility of it paying the rent, so to speak, is a long way off. Primarily, it is a source of personal enjoyment and self satisfaction/development. That being said, I personally take deadlines very seriously as a measure of commitment to any project.

However, I’m also aware of the tenuous value of prior planning. It doesn’t matter how carefully you plan and how noble your intentions might be – accidents/changing circumstances will happen.

You can make any number of future projections and fail to consider the one thing that throws a spanner in the works. As people, we are flawed and lack the omnipotence required to consider every possible outcome and eventuality.

So there are times when, despite our best intentions and best planning, things wont develop the way we might wish. Unfortunately, it sometimes works out that way. And not all accidents are excuses, as far fetched as they might sometimes seem to be. Every now and then dogs really do eat the homework.

To stand tall as a mountain, and with the luxury of authority and hindsight, righteously proclaim ‘you should have done this and you are at fault’ is, and pardon me for saying so, a little self serving and disrespectful. Everybody makes mistakes at some point in their lives and everyone is affected by accidents at some point.

To dismiss this fact and ‘cast the first stone’ is somewhat naive and counter constructive. It’s true to say that the mountain won’t come to the man, but that shouldn’t automatically dictate that the mountain should hold fast and be wholly dismissive to the manner of the mans’ approach, especially if his journey has been plagued with misfortune.

Benevolence and forgiveness are important qualities in a person and a big a part of any healthy relationship, personal or otherwise - providing they don’t constitute the mainstay of the relationship and their employment is not constantly required.

There is one thing that can be relied on to have a guaranteed affect when free flowing creativity and stand fast deadlines have cause to meet. Namely, creative endeavors don’t thrive in a pressure pot of fixed expectation. As expectations rise to the fore and practical demands take centre stage the free flowing current of ideas will diminish to a trickle.

Creatives can and do recognise the importance of meeting deadlines, but whenever they are pressured to do so they will always have a niggling realisation in mind after the close of events - 'the final result could have been better'

There seems to be a widely prevailing thought that the world and everything in it marches to the beat of a prescriptive anthropocentric drummer. However, it can also be said, in relation to the greater scheme of things, that there are occasions when something is simply not meant to be – because the timing is not auspicious.

This reflection is somewhat fuzzy in its implications and recognition, especially in regard to western thought. However, I personally try to pay attention to situations where this might be the case.

You can usually identify these situations by their surrounding circumstances and the sequence of events that are common to them. In such cases you can feel like you are pushing against the world, forcing your will to take precedence over something it has no right or hope to influence.

And these are the times when it doesn’t seem to matter how carefully you’ve planned, how noble your intentions are, how responsive you are to the tide of changing circumstances, or how committed you are to seeing things through – everything just goes tits up.

At times like these it can be a good idea to recognize that some things simply aren’t meant to be - regardless of how attractive and important an opportunity may present itself as being. It could be that a particular opportunity was meant for someone else or the timing simply isn’t right and no amount of personal influence will change that.

For me, these are the rare times when it’s respectful to tip your hat to the greater forces at work, greet the personally undesirable course of events with a smile and be content that as infallible human beings we aren’t always the active determinants of our own fate.

So, how is such a conflux of counter rationales to be harmonized in respect to an outlook where the commercial world is fixated on deadlines, as it surely needs to be in a mutually co-operative business environment?

Honestly, I don’t think I have anywhere near the level of wisdom required to propose an unequivocal solution – one that will encompass every potential eventuality.

So how far have I got?

Creativity and Commercial Deadlines

Strict parameters aren’t harmonious with free flowing creativity. Combining the two is like attempting to mix together oil and water. These two separate and distinct elements realise their values in different ways. Forcing the two of them to co-exits will always work to the detriment of both in relation to the final outcome.

Compromise is the mainstay of any successful relationship and by considering the difference in value realisation models for both elements the greatest value for both areas can be achieved. That being said, the final outcome will still trail behind the results that could be achieved in one area, with dedicated output at the expense of the other.

Planning to Avoid Accidents

If you fail to plan, you will plan to fail - but, even if you plan not to fail then things can still go very wrong. This is simply because of the arrogance involved in assuming that the plans of one person can ever dictate the turnings of the natural world order. It is a vain notion that we as a species frequently fall prey to - in our rampant attempts to subjugate the natural order to our individual wants and needs.

The world is never ours to fully command, we are simply pieces of flotsam and jetsam adrift upon currents beyond our full control and understanding. We can willfully paddle to make our immediate environment more conducive to our own requirements and influence our own travel. However, the overall course of our journey and the manner in which we will eventually reach our future destination are simply outside our scope of understanding.

Outcome

If the opportunity exists, then get as much as possible ready in advance of submitting yourself to any deadline. Try to put things in place that may or may not be of use in respect to a number of potential outcomes. This will provide the flexibility needed to adjust to changing circumstances.

If you complete the design for a single game and it should happen to be successful then you might expect the demand for future designs to increase. Should that demand be excessive then you could easily find yourself subject to a loose imperative that impacts upon your creative process – the requirement of a follow up release(s) of comparable quality in quick time to capitalise on the success of the former release.

If a design is accepted then it should be considered that either the theme or constituent mechanics may be expected to undergo a revision of some form. So why not address that expectation at the outset and include a number of complete alternatives that may or may not be used. These alternate implementations can be designed outside of a deadline situation, free from the creative inhibitors of the pressure pot, and introduced if needed.

If game designing is something a person views as a potential full time occupation then why focus on completing either one or a couple of games. Instead, focus on completing a healthy stock of finished games so that you have the resources necessary to fuel the ongoing demands of a future requirement pipeline.

With a healthy store of potential releases (designed to address different price points, game play mechanics and objectives, routes to market, and publisher requirements in respect to their current range) the design to order deadlines that might be experienced can be offset or complied with much more easily.

And that’s about it, instead of focusing on a plan to meet the limited number of potential factors we can, rightly or wrongly, conceptualise it might be an idea to develop (in advance) a number of branching provisions that will serve to increase the flexibility available to paddle with changing circumstances.

Oh, and choose your opportunities calmly, carefully and with due consideration – because the glowing allure of a bright opportunity doesn’t automatically dictate that the particular opportunity is for you or that the timing of the opportunity is auspicious.

And this is probably the best thing about our infallible selves in respects to wants, desires and planning to achieve them. We don’t know what the future holds and it is highly presumptuous to believe otherwise, laughable even. Sometimes things happen and we wish they hadn’t, but it may be that they happened in order that future events can happen in they way they are intended to happen.

It can be hard to take such eventualities in some cases, but such happenings should never be a case of ill feeling, upset or dejection, they should be viewed philosophically in light of the great unknowable. Or maybe my personal outlook is simply clouded by the fact that my own leaning is coloured by degrees in both Business Enterprise and Philosophy – which has led me to believe that oil and water can be successfully combined if the differences between both elements are recognised and respected.

BubbleChucks
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Joined: 06/07/2012
Hmm, no replies, like

Hmm, no replies, like Orangebeard I think this could be a very valuable and interesting point of discussion. I’ll elaborate on my earlier post in the hope it will move things along a bit.

As I mentioned previously, the creative process produces the best results when it is given freedom and time. Conversely, the publishing side of game production requires strict deadlines and a regimented outlook in order to achieve its aims. The two processes aren’t mutually exclusive, but in order for them to work together in the best manner possible their respective differences need to be taken into account.

When a publisher gives the green light to the production of a game they are taking a risk, based upon their belief that the game will be a success. In response to this belief the publisher must then allocate resources to the project. These resources can include the commissioning of artwork, engaging manufacturers, creating promotional materials and marketing plans, and the allocation of all the human resources needed to get the game onto the shelves.

It should also be stated that a singular game is only one product in the publishers release catalogue. The release of any game will have to be made in consideration of any other games the publisher intends to introduce to market, and their expected release dates. The requirement to meet opportune showcase events like Essen will also play a part.

Taking these factors together, it can be seen that the market creates the need for the publisher to establish deadlines. Deadlines aren’t simply dropped into the laps of designers on an idle whim, they are a product of the business environment in which the production of games takes place.

So where does that leave the designer in respect to the meeting of deadlines?

While it isn’t possible to predict accidents or upsets, although that should not preclude making every effort to counter the common ones, it might be possible to take the sting out of many potential deadlines.

When a publisher gives the green light to produce a game, or requests anything in the lead up to producing a game, time is a critical factor. However, receiving the first green light isn’t the end of the deadline presence – it isn’t a case of job done, sit back.

Very often, the designers’ intentions for the game will need to be compromised in respect to production requirements and costings. In relation to creating a game the designers’ primary role is making a game that people will want to play. The publishers’ role is to bring that game to the market place at a price point that provides them with a healthy return for the risk they’ve taken.

So while a designer can’t be expected to predict every accident or upset they do have a great deal of control regarding the completeness of their design. They can influence when the design is submitted, the components in the game, the flexibility of the design and its ability to meet with changes, and the future direction of the game.

By considering as many eventualities as possible, and incorporating them into the design before the initial submission, the designer can go a long way to avoiding a number of deadlines. This process can also be done before the submission and the pressure of any deadline is brought to bear.

The best way to satisfy a deadline is to satisfy it in advance.

I suspect that a great many designs are submitted once the game is finished in relation to how it will play. It may be that other elements like production and possible changes aren’t even considered as essential parts of the initial submission.

Example – a designer finishes their game, play testing is complete and everything is as intended. However the game features 58 cards. So what?

If you’ve ever asked for cards custom printing you will know that printers quote for cards in multiples of 18, because that’s how many cards you can get out of an A3 paper size. Multiples of 18 are therefore the basic output in costing the production of cards. Any card deck that can be divided by 18 can be printed, cut and collated easily. If a card deck deviates from this then the costs increase. You either pay for blank spaces on a print run or the print order has to be specially set, cut and then sorted before collation.

By taking this into account the designer can pre-empt a change the publisher might make, ‘Can the game be altered to work with 54 cards?”. Ordinarily this will entail the designer taking the game back to creatively consider the request and then playtest their proposed solution. Naturally, this will have to be done under deadline conditions, because the ball is rolling.

Required changes could take many forms, a different theme, the replacement of wooden tokens with card tokens, the reduction in card numbers (because every card requires individual artwork which pushes up the production cost), or the game contains to many components – which increases the box size and shipping costs due to weight.

It might be helpful to both parties if the designer considered these things in advance, the problems the publisher may encounter in producing the game at a respectable cost. By doing so the designer could operate outside of any deadline stipulations and the publisher would receive a design that already addresses some of the problems that might arise - in respect to their part of the game production process.

Simply by understanding the different aspects of each others role, the transition to market could be a lot smoother and simpler for both parties.

We would like the card number lowered to 54 and a change of theme.

Will 8 weeks be long enough for you to come up with some thing? Cue, deadline pressure and an 8 week delay.

I think so, the designer answers, while not being fully sure they can meet the deadline – but not wishing to offend or alienate the publisher by asking for longer.

Alternatively

No problem, the game works best with 58 cards. However, I anticipated the problem that might incur with print run numbers so I’ve already play tested a variant with 54 cards and it works fine. I’ll send it tomorrow along with 3 variant themes I also came up with.

Publisher saves 8 weeks in waiting and the designer avoids the deadline pressure squeezing their creative flow.

By understanding the role of the publisher and everything they do some of the sting could be removed from the understandable need for deadlines. Submitted designs could and perhaps should include a number of flexible variants to make both the publisher and the designers lives easier. Which will lead to the game taking its place on the shelves and being available for people to play more quickly, which is what both parties want.

A more complete design could also boost the chances of a designers game being accepted. If questions are answered at the outset, in the form of variant provisions, it could make one design more attractive than another.

In the case of expansions, these could be thought about and detailed in the initial submission as well. As I stated previously making a game is a financial risk for a publisher. If a publisher has prior information about how the designer sees the game evolving then this can be taken into account when the initial decision to accept or reject the design is made.

Asking a publisher to take a risk on the expected return from a product line (the core game and expansions) could be a more attractive proposal than asking a publisher to take a risk on a stand alone game with no evidential thought in relation to its development - the extension of its product lifestyle and ability to generate additional revenue streams.

One point I haven’t mentioned so far, which Orangebeard picked up straight away, is the need for communication.

In any relationship honest, open and respectful communication is perhaps the most important aspect in regard to success. In a group undertaking if all the parties know where they are in relation to the development cycle and what is needed when then a great many problems can be averted. Even little updates about how things are progressing can prove to be invaluable in the long term.

Well I think that’s enough jabbering from lil ol me. It would be interesting to hear how others think the submission process and constituent parts of a design could be improved to alleviate the pressure of deadlines.

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