It wont be news to many out there that freemium titles live and die on the support the developer affords the game post launch.
But what is the ideal way of deciding areas to improve and how do you keep the schedule efficient?
For GREEs Development Manager Hiroyuki Haga, the most important thing in social games is having a lot of iterations as fast as possible, and to ensure these iterations and updates are successful youll need to both apply scientific method and ensure all staff can contribute.
Haga described GREEs operation as working on a pattern of Check. Plan. Do.
Check whats working and what isnt, Plan a way of improving the area, and the implement the update.
Where it works
This is performed simultaneously with other improvement ideas in a system Haga describes as parallelised planning in order to speed up the delivery of iterations.
To avoid potentially damaging overlaps, the company creates internal Wikis for their engineers and other staff for each game, updated and maintained by the staff.
These both store any suggestions and results of updates, as well as act as a central point for any staff to contribute ideas to iterate from.
Haga pointed to the 2004 title Fishing Star as a good example of how sharing out information on the development and results of the project.
The wealth of 8 years worth information on how well different ideas and updates fared in the game means that newcomers to the company can brought up to date quicker and easier.
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Will's obsession with gaming started off with sketching Laser Squad levels on pads of paper, but recently grew into violently shouting "Tango Down!" at random strangers on the street. He now directs that positive energy into his writing (due in no small part to a binding court order).
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