Iteration in game development—or rather, knowing when and if it is necessary—all might depend on the kind of development taking place.

Questions that asked for answers related to such matters were present in Games First Helsinki 2024 when Ustwo Games' director Jennifer Estaris made her presentation regarding the complexity of iteration that involves a game, along with its bold change aspects, ideas, and ways that create a game's identity: Monument Valley.

The Problem of Iteration in Game Development

During Supercell’s GamesFirst 2024 in Helsinki, Ustwo Games' Jennifer Estaris walks us through the creative process behind the Monument Valley game on Netflix. ustwo games/YouTube

As pointed out by Estaris via MobileGamer.biz, hours and hours passed on the development of small changes without even a good word from the developers concerning their output. The scene on the TV show Good Place by Ted Danson used to make an argument; the character Michael wants to make the perfect heaven but did more than 800 times.

That paradox shows the truth that trying for something to be perfect sometimes will get you nowhere. For the Monument Valley team, achieving this balance within the architectural inspiration for the game required the same. They settled on Middle Eastern and Moroccan-inspired aesthetics and gave the game a look that fans love to see.

A Green Collaboration: The Lost Forest

Ustwo Games was one of the participants of the Playing for the Planet Green Game Jam, which led them to consider the theme of nature for their project.

In the Lost Forest part of Monument Valley 2, the team tapped into those concepts around how trees exist and interact, trying to design a visual narrative that can feel like the spirit of an alive, communicative wild.

However, it involved a lot of iteration to get that theme of this forest into the structured architecture world of Monument Valley. Although they settled on several striking visuals, the team finally settled on one that represented the concept of wildness in their special environment.

Iteration and Sea Change in Monument Valley 3

In Monument Valley 3, the development team did something different from iteration; they pursued what Estaris called "sea change." Unlike incremental refinement, sea change represents a sea change. This is a fundamental change in direction.

According to the Filipina director, Monument Valley 3 gives expanded exploration and a world of water where larger maps and more complex puzzles with stories that embrace light, loss, and nature are provided.

The team had established a sailing mechanic, developed through iterations, that led to the final concept-the very same mechanic shown in the trailer tying into the new expansive narrative of the game.

Iteration as a Means for Transformation

Estaris says that iteration makes a case for the point of each game development. How? She drew an analogy with Lean UX on two groups making pottery. One group was producing the "perfect" pot, whereas the other just iterated and made a succession of pots. After some time, the latter produced better-quality outputs.

When developers choose to iterate Estaris encourages them to ask themselves if this is a change for refinement, a bold leap, or a sea change. Results include:

  • Change for Better: Tweaks that make gameplay or design richer
  • Change for Worse: Not all changes lead to success, but one can learn from poor iterations.
  • Change for Difference: A different angle can make someone change their view but not for the better or worse
  • Change for None:

Estaris said that the iteration can be used for a transformative change. She believes that it might be a "risky leap" to iterate a lot of things before launch.

"I want you all to embrace the uncertainty of iteration, but also see through its many illusions. Persist and resist," the seasoned game developer said.

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