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How we prioritize

Rasmus Rønn Nielsen, The Dudes 15 May 2012, 12:59

As you know, there's literally hundreds of ideas for improvements we'd like to make. But we haven't got time for it all. That's why it is very important, that we choose the right ideas to work on.

So what are the right ideas? It's the ideas that improve your overall experience of the game the most while not taking too long to develop.

It'd be cool if we had photo realistic 3d matches in Virtual Manager's match viewer. But if it takes 10 years to develope, it might not be the right place to put our efforts.

Unfortunately, it is extremely difficult to estimate the level of amusement and development time required for a certain feature idea. An idea that sound like fun, might be boring in practice. A feature might seem like something we could develope in two days, but perhaps it ends up taking months.

To become better at these estimations we make prototypes regularly. A prototype is just a quick and simple implementation of an idea. Quality-wise, they are not good enough to be added to the game. But helps us understand how fun the idea is, and how long it would take to develop a proper version.

The prototype for our mobile app is a great example:

It is unlikely that this implementation in particular, will ever be completed. But we learned a lot about developing mobile apps. And we got better at estimating the development time of this kind of software.

So prototypes makes us smarter - we become better at prioritizing. When sufficiently confident, we choose a project to make "for real". On top of being able to choose the right thing to work on, we can now avoid making the same mistakes we did with the prototype.

It sounds troublesome, but it's worth it. Because it means we can deliver the right and the best improvements for you :-)

PS: For the last couple of months, we've been working on a new big improvement to the game. We'll tell you more about this in the next blog post.