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Talk Title: How We Almost Wrecked Our Second Game, 'The Wreck'

  • Writer: Joaquin De Losada
    Joaquin De Losada
  • Jun 2
  • 2 min read

Effective talk: Postmortem of ‘The Wreck’

Year of Talk: 2018


Making the vertical slice:

  • When making a sequel or another game after releasing a successful game, teams can start wanting to increase the scope and create a larger game.

  • The team already has experience making a game and assumed it would be easier next time.

  • The team was able to obtain initial funding for the game and cover half of the planned cost. With this, they hired the necessary developers.

  • Acquired a separate partner who would invest the remaining money for the project.

  • At this point, the team realized that the game had grown substantially and needed many mechanics, which made storytelling harder for the team.

  • This gave the team a vertical slice that could be shown to players to test out and see if it might be a worthwhile game for them to play.


The feedback:

  • The gameplay didn't work well with the story and took away from it.

  • The art style didn't feel unified, and there was no clear direction.

  • Nothing from the writing or story was memorable when playing the game. 

  • This was more because the art style and gameplay took away from the player's ability to immerse themselves in the story.

  • A more experimental game (Not in a good way).

  • Initially, the presenter didn't believe the feedback was correct, but slowly realized some things could be improved.

  • The feedback was also very specific on areas that needed improvement and was written to help make a better game.


What to do now:

  • Using the C.R.Y. method.

  • Consider: Consider all the areas that worked in the game and made it interesting. 

  • Refocus: Refocus on the areas the team does best. If the team has great artists, then make sure to focus on the art and not on puzzles.

  • Yield something better: Create a better game with a tighter experience. Make sure everything is clearer for the players.

  • This can be risky, as the team had already spent a lot of money making the initial slice of the game. So they needed to somehow get past the finish line with whatever was left.

  • Which forced the team to be reduced to a 2-person team instead of the 7-8 person team initially.

  • When overworking on the project to get it updated, it meant they had to let other things slide.


Second vertical slice:

  • It was a shorter experience at only 20 minutes.

  • With simplified gameplay mechanics and unified 3d art style.


The risk of a second game:

  • There was a combination of issues that caused the second game to have a lot of complications.

  • The team wanted to reach/surpass their first released game.

  • While also proving they could make more types of games.

  • And not having a lot of experience making every type of game.

  • This can cause misery for you and the rest of the team. While likely tanking the success of the second game.

  • Make sure to remember what made your previous games a success, and be more realistic about how you can make future games successful, and the progress of the game.

 
 
 

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