It must be particular to agile scrum then. I understand the problem with gameplay even if that would be acceptable during beta testing since even the big guys do it.
It's also not the case with scrum. Of the the things with scrum is that it doesn't focus on the product as a whole, but mostly on small parts of the product.
[SAS]Solid Snake;2400353 said:
I think my point is, is that with open source projects, teams must be very vigilant in what code they accept into their official builds. Not all projects are unfortunately.
Nah, I think it's more related to interest and personal need. Most open source products don't focus on selling the product. So there is usually no need for dressing up the application every now and then so that it
looks new and improved. It's more difficult to sell a new major of a product when it still looks the same. In the open source world, when nobody is interested (or has a need to) change certain part of the application it simply won't happen.
There are a bunch of people working on improving The GIMP user interface for quite some years. Their plans have never been to make The GIMP look like Photoshop. Their work was towards creating better workflows. The workflow of The GIMP is quite good, but it takes a little while to know it. Anyway, they are planning a major
overhaul of the user interface. but the problem with it is that is needs to completely replace the current interface, rather than perform incremental changes. That's why it is taking them so long.
Open source projects usually are not rushed towards deadlines. They release a stable product, when it's ready. And minor releases when it's deemed useful. You can't do that with commercial software that easily, because you want to earn money from the releases as much as possible.
Of course having open source software doesn't mean you can't sell it, or earn money. It's just more complicated than just selling the "finished" product.
Now going back to game design. You can't perform the release fast and release often principle that open source uses. Because that will only annoy the users. As I said before, major changes in the gameplay are a no go. So you first have to finish that part as far as needed for the current content. After that you can only extend the gameplay, and add new content. Which you could consider episodic.
A good example would be how The Ball and Prometheus have been released. The core gameplay has remained the same, it's mostly new content and additional gameplay elements.
This works for free games. But maybe not as well for commercial games.
People get stuck with only a partial game, and then have to wait for an undetermined time for the next part. so you can't charge them for the full package, just the current part. You also have to work out how you are going to release the next part: as isolated packages, or as addition to the previous part. The major issue would be to keep people's attention and get them to pay for the next part and not forget about it.
A while ago Horror writer Stephen King performed an experiment where he wrote part of a book, released it. Waited until enough people bought it, then write and release the next part. So that sales of the current part would pay for the development of the next part. (the books were released a ebook without DRM). It worked quite well, except that story development failed. King couldn't give it the right direction. For games this isn't the same issue, because most of the work goes into production of the content rather than working out the story (if it even has a story). But compared to books there is a much larger initial investment in time, because you need to work out the gameplay.
Telltale Games needed a lot of initial development to get their story engine off the ground. After that creating the episodes wasn't that much work, while they would still improve the story engine. Adventure games don't have much gameplay logic, so doing the incremental releases works quite well. The other good action of Telltale Games was that each episode was an isolated story. So there was no initial development to create an overarching story line.
uhm... I guess I started to ramble...