Those things should go on NICE or SHOULD list because you should define and lock the MUST list at the beginning of the project. Just to prevent feature creep.
For the minimum viable product, cut off the things. The first version shouldn't do everything you imagined.
Heh, I guess that's true. I guess what I mean is, if I complete one MUST thing that's currently active it opens the door to do 3 others. It's endless it seems. The closest thing to a SHOULD I've added so far is probably the blood splatter mechanics. But even that was more inching into a MUST thing because I planned to make my game a bit over-the-top in the violence department just for kicks.
Of course, my MUST list would be insanely long if I had one, I think thats the norm for "RPGs" though, because of all the complicated systems you need to add to make it even quality as such a game.
Maybe the problem with the MoSCoW system is my minimum standard is way too high so a lot of features are "MUST" features.
Oh, you're making a dungeon crawler? Time to make a space simulator!
hahaha, I'm guilty of that too. I usually stay on track with no speed bumps. But even yesterday I was thinking "Man, a tower defense game would be fun to make on the side! I could even use SixtyGig's graphics as a foundation!". Although that idea really just sits around as an idea.
I plan to have some mini-games eventually, so I'm hoping those will help with those "lets do a side project" moments. For example, I was going to have arcade machines in the game world you could play that were minigames, like a ripoff of Pacman, Tetris, etc. You'd stick in a credit or two (Game currency is "creds") and play. They wouldn't serve much of a purpose, they'd just be gimmicks. But it could help me break away from coding the RPG a while if I need a break but still technically be working on it.