Cutting Visual Novel Scope – Examples

I’ve talked before about cutting the scope in indie games and how important is. If you haven’t seen my last rant on it, you can read it here. For those unfamiliar, scope is the entirety of a project. The scope of a project comprises everything from the artwork, the writing, the amount of characters, the features, and more. Keeping your visual novel’s scope is important for several reasons.

The main reason to keep the scope small is it helps a project get finished. You have less work to do that’s frivolous which speeds up production. Keeping the scope small also narrows in on the project’s vision. By getting rid of extra stuff that can bog down the project, the core of the project is more visible. Most importantly, though, a scope that’s too large can kill a project.

However, saying “cut scope” and “keep scope small” can be too vague for new developers. Today I want to give some specific examples on places you can cut scope.

Continue reading “Cutting Visual Novel Scope – Examples”