How soon is too soon to reveal a sequel?

Solo

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Just what the title says... I have begun working on the sequel to my first game, and I was wondering about this.
 
There isn't a whole lot to the playable portion just yet, though everything has been thoroughly planned. My concern lies with how long it will be before it actually, well, comes out. Games like Ocarina of Time were hyped YEARS in advance, but I don't want to get peoples' expectations up and then have them lose interest. Needless to say, it will be quite awhile before the game is finished. I remember how the DS version of FF3 was revealed at E3 2004, and there was absolutely no information on it for more than a year, then at GDC 2006 there were finally screenshots, along with an explosion of info at E3 that year, then the game finally released in November. But it was so bad early on, from 2004 through 2005, that people thought the game was only vaporware, even just a teaser announced so people would buy the DS (and that's sure what happened in my case).

Basically, what I'm trying to avoid is people getting tired of waiting and asking when it's coming out, or even thinking I've lost interest because development went on for so long, and then losing interest themselves, etc... just looking for a little advice on this.

On the other hand, walking the potential fanbase through the development process could serve to forge a tighter bond. However, I'm a little paranoid about revealing too much information. Maybe that's something else I could be advised on.

Thoughts?
 

EternalShadow

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As long as you provide constant updates on the game progress, you can theoretically reveal as early as you want.
 

Solo

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As long as you provide constant updates on the game progress, you can theoretically reveal as early as you want.
Right, that's like what I was saying about walking potential players through the development process. May that even serve to further motivate one to dedicate time to the project? To be more committed? It might be more stressful, too, however.


And there was the thing about revealing too much information. Still, thanks for showing me that this is a valid path, as well.


One other thing, though, might this also have the side effect of people becoming disinterested with the current installment?
 
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EternalShadow

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Disinterestment is unlikely. I was interested in Divinity 2, but its long playtime led me to look into other, shorter games by the same developer. I found Beyond Divinity.

As for revealing too much info, just don't show off plot twists :)

By the way, regarding the stress: don't over-commit. Even small snippets of info are good.
 

SLEEP

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This is a pretty cool sequel announcement. Get hYPE, GET VERY VERY HYPE.
 

Solo

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As for revealing too much info, just don't show off plot twists :)
I was more talking about ideas for the gameplay system though, concerned with the possibility that others may steal my ideas (and possibly implement them before I can finish their implementation in my own game). Then again, I'm sure any gameplay system you could ever dream up has probably already been implemented in some fashion at some point.

By the way, regarding the stress: don't over-commit. Even small snippets of info are good.
Thanks for the advice!
 

EternalShadow

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Oh, gameplay. Well, if your game is in dev and you show you have the ideas before other people finish their games, they can't say you weren't the original.
 

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Oh, gameplay. Well, if your game is in dev and you show you have the ideas before other people finish their games, they can't say you weren't the original.
...So, in other words, I really have nothing to fear in that regard as whatever info I reveal is in fact evidence of my having "done it first"? I really hate being so petty, but I have to ask this.


By the way, my game was officially released back in December, but wasn't really "on the map" until it got on Amaranth and Aldorlea back in January and February. Is there a recommended window of time I should wait before publicly revealing things like screenshots and gameplay information? Say, six months or so? Even a year? Just asking...
 
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SoulPour777

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Depends on how the game is constantly updated and set up. Set a date. Know if there are players into the game or is waiting for a news. Gather information about it first. If the game has been released for a long time (say 6 months), you can directly announce a sequel after that.
 

Kes

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In part I think judging when to announce a sequel is heavily dependent on how long you think the development process will last.  Short proceess means you can start earlier, but my guess is that you are thinking this will be quite lengthy.  If January/February is when players actually noticed it for the first time, I would use that as the starting base, not December.  6 months on from that seems to me to be a good time to begin the announcement/build-up process.  It gives you enough time to get something solid in your mind (if not in the editor) so that your subsequent bits of info are seen to flow reasonably coherently.  You don't, imo, want to give the impression of chopping and changing too much, as that may undermine confidence in players that this sequel will ever come off.
 

EternalShadow

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...So, in other words, I really have nothing to fear in that regard as whatever info I reveal is in fact evidence of my having "done it first"? I really hate being so petty, but I have to ask this.By the way, my game was officially released back in December, but wasn't really "on the map" until it got on Amaranth and Aldorlea back in January and February. Is there a recommended window of time I should wait before publicly revealing things like screenshots and gameplay information? Say, six months or so? Even a year? Just asking...
Yes.

Window of time: Whenever they're ready. Maybe 3 months to actually make them? Depends on game length/dev time.
 

Engr. Adiktuzmiko

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IMHO, anytime as long as it's not before the first game is even released
 
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kerbonklin

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Whatever you do, don't pull a Golden Sun 3.  x_x
 

Solo

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Set a date.
I'm... not good about that. :dizzy: I can't stand doing anything under pressure. My first game took seven years to make, and it turned out so well because I was fortunate enough to be able to devote adequate time to it without restraints. It was done when it was done, I never set any goals; I just put my all into it for as long as was needed, following my creative vision. Yes, I understand that by and large, this is not realistic. But I'm a dreamer, and it's what I do best!

Of course, I am hoping to "crank out" the sequel faster... hahaha? :blush:


But really, I could never short-change my baby for the sake of time. Whatever I do, I want to do well and be happy about it, with no regrets.


So correct me if I'm wrong; the general consensus is that, regardless of how soon I reveal or how long the development process goes on, it's acceptable so long as I update regularly?


Also:

You don't, imo, want to give the impression of chopping and changing too much, as that may undermine confidence in players that this sequel will ever come off.
That pretty much defines the latter years of my project's development... going back again and again, refining and refining some more. Of course, it did wonders for the game, but I see where you're coming from.
On the other end of the spectrum, I don't want to wait SO LONG to announce the sequel that people move on or lose interest, etc...


Thanks everyone for your advice.
 
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amerk

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Maybe not a date then, but a sort of ETA. Even something like "within the next 3 years" is better than nothing. You can always re-adjust it later, and fans realize this. But a general idea of an approximate win gives fans a sort of base to go on.

Not knowing if or when is one of the reasons fans lose interest. Without an approximation of some time, many might be afraid you'll vanish and the game will go dead, and they don't want to get their hopes up.

Look at A Blurred Line, for an example. Line's End was one of the most hyped sequel for years, but it never came around, and fans have lost interest. Every once in awhile the developer of the first game will throw a carrot, and some fans will jump on it, and then get disappointed when he disappears again, and it's caused people to give up. If he ever comes around again, most will probably react with "I'll believe it when I see it", and without the support of the fans, he may never have motivation to finish, if it's his goal to do so.
 

Solo

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Amerk: Thanks so much, that's some really great advice. It makes me feel better to know that I can set an approximate time and readjust it later.
 

amerk

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One thing I probably should also say (although you're probably already aware):

Don't set an unrealistic ETA either, even knowing it will be changed. People understand dates change, but saying "next tuesday" when you know it won't be for at least another year is probably worse than not saying anything at all. So try to estimate a realistic ETA based on current ideas and goals. Once things get more defined, or life changes, you're going to know how close to that ETA you will be or not.
 

Solo

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One thing I probably should also say (although you're probably already aware):

Don't set an unrealistic ETA either, even knowing it will be changed. People understand dates change, but saying "next tuesday" when you know it won't be for at least another year is probably worse than not saying anything at all. So try to estimate a realistic ETA based on current ideas and goals. Once things get more defined, or life changes, you're going to know how close to that ETA you will be or not.
Of course. I'm closer to the "3 years" end of the spectrum, however... if even.  :guffaw:
 

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