Thinking Like a Service
The majority of the focus of this book has been the player experience and the way that building games as a service adapts and adjusts to the evolving engagement of the player over their lifecycle. However, as a designer we can’t ignore the changes we have to consider from the delivery side of the experience, including the necessary changes to the development process itself.
This manifests itself most obviously in one term that is thrown about by consultants and panelists at conferences all the time: the minimum viable product (MVP). It’s a pretty simple principle but one I believe is often ...
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