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>> Release early and often > Uhh, I really don't think it's a good advice for gamedev. It is, but it leaves out a crucial bit of information, namely who is th
by kelseyfrog 4y ago
>> Release early and often
> Uhh, I really don't think it's a good advice for gamedev.
It is, but it leaves out a crucial bit of information, namely who is the audience to whom the game is released. It's important to get feedback early, especially gameplay feedback. At the same time, failed releases to the general public do little to inspire confidence or provide the valuable kind of feedback required in the early phases of development.
- Arrath 4y agoOne potential downside to releasing early is the risk of a hardcore fanbase coalescing around the game, that knows every system and exploit in and out. As a result they then scream for the game to be harder, harder. And as such devoted and vocal fans for so long, the devs may be overly inclined to listen to them, to the detriment of the new/less experienced player experience. Among others, I think Risk of Rain fell prey to this, but I may be thinking of a different game.
- Forgeties79 4y agoRoR is wildly punishing. Wouldn’t surprise me if that’s the game you’re thinking of.
- naet 4y agoRisk of rain on higher difficulties was always very hard from when I first played it early on, but that's part of what makes it fun for me. I really enjoy a roguelike where you don't win every time; something about the challenge makes a deep run much more satisfying. Classic roguelikes like Nethack are also incredibly hard to win.
- Forgeties79 4y agoOh I definitely don’t mean it as a negative thing. The game is just really hard!