There's a bit of confusion about what a First Playable is, let alone a "Publishable" First Playable. This leads to a myth that:
"ALPHA = FIRST PLAYABLE"
Two levels with all local features and appropriate global features implemented that are of publishable quality.
A First Playable is when you can look at your playable game and say:
This is your "slice of heaven."
Example: Crash Bandicoot A level that includes the run and jump. Another level where Crash runs towards the camera, while being chased by a giant boulder.This second level would prove that Crash has that "special something" that makes it sellable.
A very rigorous First Playable contains all local features, and whatever global features are required to make a level work. This proves that you precisely understand what your game is and is not, and that you know what game you are producing.
A First Playable reaches ”publishable quality” when an uninitiated consumer will look at it and believe that it is a level from a commercial product, and be impressed by it.
If your "look" doesn't overpower anything on the market right now, go back and fix it. If your gameplay isn't exciting, go back and fix it. Your game must be sufficiently compelling that it will be marketable 12-18 months from now.
If you think you have a First Playable in hand, here's a checklist for you:
Two levels of publishable quality, with:
Can you demonstrate everything your player character is going to do in the game? Are all your character's base moves completely defined and animated to match? Does the animation look great? Does the personality of my character feel fully formed?
This goes hand-in-hand with the player behavior. Can the player character interact fully with all typical enemies and/or obstacles in the game? Are the representative examples well-animated? Does the whole interaction between player character and enemy feel great?
This is very dependent on the particular game you're making. Are there pickups or powerups? Are they in? If you have a "mission" structure, is it working? Is it fun? If NPCs give you your missions, have you properly implemented them?
Hopefully your technology improves over the course of the project, but from First Playable forward, you're not counting on it. So, is your engine, including any "killer" features that you are counting on, up to speed? Also, are all gameplay-necessary features fully functional and looking good?
What's this game going to look like? Your in-game art should convince all concerned that it has that "killer" look.
No game can stand on a single leg of 'basic' behavior. You have to have variety, and your First Playable has to demonstrate what sort of variety you're targeting, and exactly how it works and feels. So, is this variety going to be sufficient? Is it good?
What's the size of an area, stage, or level? How many of these levels will you need? By the way, one of the great benefits of a rigorous first playable is that constructing a project schedule becomes almost trivial. For example, how long does it take to put together a level? To estimate this, just look at how long it took to put together the levels in the first playable!
While this is not the main intent of First Playable, it does represent your first opportunity to put the game in front of your consumers in a gameplay test or focus test context. Do this. Note in detail how your players pick up the control, whether they struggle with the camera, whether it's too easy or too hard, and of course whether they seem to be finding it compelling. If anything is wrong, now is the time to fix it.
Let's take the worst case, which is that after months of effort you realize you're not going to get to the bottom of that checklist; or perhaps you did and the game bombed unmistakably in the hands of consumers. This brings us to our next myth:
"A cancelled project is a sign of bad management or a bad team"
A cancelled project is sometimes something you should be proud of and a sign of good management.
By not moving forward with Production you potentially save:
When and why do you cancel the project? When either:
It's very common to discover that the team simply cannot assemble everything required for a "Publishable" First Playable. This is usually a consequence of not having the "best and brightest" on the team during Pre-Production.
The more likely cancellation scenario is that you create your "Publishable" First Playable and find out that you have a game not worth publishing, even if it were done today. Canceling a project at this point is difficult, especially due to the emotional investment of all involved. But do it. Your project will not miraculously get better during Production. You have to compare your First Playable with published products in your category and your First Playable has to be better. If it isn’t, cancel it.