Making sense of MVP (Minimum Viable Product)
Video Statistics and Information
Channel: The CRM Team
Views: 244,534
Rating: 4.9102659 out of 5
Keywords: MVP, the crm team, henrik kniberg, skateboard methodology, agile, scrum, Minimum Viable Product
Id: 0P7nCmln7PM
Channel Id: undefined
Length: 11min 47sec (707 seconds)
Published: Mon Aug 01 2016
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Imagine promising to deliver the best damn space car ever, taking 2.5 years to deliver a skateboard, and discovering the only thing you ever need to deliver is a gigantic lazy susan that creaks and groans as it struggles to spin about its center going nowhere while your customers stand on top circlejerking each other to blissful satisfaction
But developing an MVP requires focus, something CIG don't have.
Although you could argue that the MVP was quite early as they just needed a way to keep selling ships, the real product. The rest of development is just to keep people dreaming about the vapouware game product and its possibilities, which will never be delivered.
This video needs more pipelines.
The issue is that the cult is so strong they they LOVE the 1st iteration of a tire. they say it's amazing because no other game make a tire like that.
So, I'm an extremely junior software developer, so you might want to take what I have to say with a nice big bag of salt, but even if this is what CIG wants to do with Star Citizen, I don't think they're doing it very well.
This is all just going off my general experience on a few larger software products, but it's not experience as management or as a product/design lead, it's as a lower level implementation specialist.
My experience of "Minimum Viable Product"/"Minimum Lovable Product" has generally been different. With an MVP, you cut features early so you can focus so that you narrow down your focus to a single core deliverable base, and then you start to build things back into your structure.
The other really big thing is that these decisions aren't made by consumers, they're made by product owners, the people who the product is being delivered to, and who have the final say on if something is good enough for now.
I'm not sure what that MVP for Star Citizen would be, since so many different things were promised on release, but in my mind, it would look something like this:
I guess past this point is where things get really messy, because Star Citizen promised so much. Based on feedback, maybe your next step would be to focus on internally crewed ships with areas to walk around in them. Maybe it would be to focus on ship looting. But even that would again end up being incremental. What is loot? How much loot can be carried? Okay, now that we've got that out of the way, how do you actually grab it?
I guess the key point I'm trying to make here though, is that you don't try to do everything, and you don't try to do it all at once. You don't just pump in ships that the game can't support, and if you've promised a massively multiplayer online game, you don't let networking take the back end. You don't focus on ship explosions and art, if the ships you already have don't work.
I honestly don't love the skateboard analogy presented here, because in some ways, I think it gives the wrong impression of how agile works. The skateboard to car metaphor is good for thinking in terms of product functionality, like the difference in speed, automation, control, safety, and and user effort required, but it's not great in terms of deliverable. The complexity of making a skateboard and the complexity of making a car are incredibly different. You're using different materials, components, and designs, and there's very little you can re-use from the skateboard into making the car.
I dislike this video, or rather, I dislike the ideas presented. It really seems like 'people pleasing', not what I would want from game development.
So.. they way I see it, as a dev, you better have a vision, and some backbone, because second guessing, or making shit up as you go, really seems like utter mediocrity to me.
I guess an ideal "MVP" for me, as a specator/backer, would be largely something that has lots of features, but less content, but I susupect CIG is on the "less features" and "more content", as if they don't really trust their game to be interesting in the end without lots of content. Which might imo be indicative, if so, that their game/endgame mechanics is weak or funcamentally lacking.
I also think, CIG might perhaps be illiterate, or being a bunch of dyslexics that fear putting things into writing. A personal theory of mine. :) I guess the most likely thing is that they are "big business" now and is prone to cutting corners, as if driven by pragmatism, but not the artistic angle.
Added: I would think that, things have changed from the old games, where pixelated graphics was ok, because the games were dynamic and interesting that way. However with greater fidelity, I think it should be obvious to developers, that old games relied on gimmicks and not immersion, and so, to frame games today off 'gimmicks' and not immersion, is imo a big mistake. Any 'set dressing' mentality, for sake of it being just set dressing, is imo something that can only go wrong because one probably just don't take the task of working with immersion-into-the-game-world serious enough, leaving design upto individual artists to implement random stuff, and probably without being supported by gameplay depth.