i prototyped a feature in 1 weekend that became the best thing in rastignac. now i dont know what to do with my methodology
so this post contradicts the one i made 2 weeks ago where i was preaching "scope discipline" and "ship rough is the way" and stuff.
heres the thing.
3 months ago i was sick on a saturday. couldnt code anything serious. so i did this dumb thing : i prototyped a feature i had NEVER planned. you carry a portable radio in rastignac. anton talks to you on it (anton is the voice in your ear during runs). i had the static and the random transmission stuff baked in. but i added something stupid for fun : a radio scan feature where you could turn a dial mid-run and pick up "ghost transmissions". leftover broadcasts from other rastignacs (= other players, fictional) who died in the wasteland.
5 hours of code. half-broken at the time. just a sad weekend project.
i shipped it to my playtest group as a hidden easter egg.
every single one of them found it. every single one of them said it was the BEST part of the game. some played extra runs just to find new ghost transmissions. the system is now a core mechanic with 47 fictional transmissions written.
im confused as a dev. on paper the system was outside scope, unsupported by my pitch, distracted from the core loop. by every solo dev rule i tell myself, i should have cut it. instead it became the soul of the game.
so for the people who preach discipline AND for the people who say "follow your gut" : how do you tell the difference, in the moment, between scope creep and a feature you actually need to make ? because im 3 years in and i still cant tell.