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As I'm sure most of you have noticed, "Early Access" games are all the rage right now. For those who don't know, Early Access is exactly what it sounds like -- players having access to a game during its development stages. The trend is dying down a little, but it's still an interesting idea for us game developers.
The idea is that players who pay for or are granted Early Access give feedback that is then considered and possibly put into the game. The big service that's promoting Early Access, Steam, has even reworded its Early Access guidelines to emphasize that developers are expected to at least work with players while developing the game instead of just taking their money and ignoring them.
I think in theory this is great, depending on the project. I want people to try out my game and help me improve it. Where I stumble though is this: what type of game can Early Access work for? When I think of a good candidate for Early Access, I think of games that aren't as story-driven as your typical Japanese-style RPG. A first-person shooter, even with an excellent story, can still be handed to players to test how fun it is. A platformer like Mario can be put through its paces just fine.
But RPG players, we're a weird lot. Most of us certainly enjoy battle mechanics and other fun parts of the game, but honestly most of us are there for the story. The story isn't just some backdrop in RPGs, for many it's the entire point. So in Early Access, will the developer be ceding part of their control to the audience for the story?
Okay, maybe that's not so bad. Getting feedback on how your story is going as it develops is a pretty good thing and you can always take suggestions, even if you don't end up following them. Then my question is, is it okay to spoil the story like this for people who may end up being your most dedicated fans? You'll be retooling it and reworking it and some plot points may come out earlier than you intended, and suddenly that's a surprise they won't have anymore. Is the overall benefit of the feedback worth the loss of surprise for some of your audience?
And lastly, the question that made me want to post this in the first place. At what point do you actually release your jRPG for Early Access? When the battle system is done and you're crafting the plot? When you have the first town/dungeon or equivalent done? When a chapter is finished? You catch my drift.
Thanks for reading, and I eagerly await your thoughts and opinions =)
The idea is that players who pay for or are granted Early Access give feedback that is then considered and possibly put into the game. The big service that's promoting Early Access, Steam, has even reworded its Early Access guidelines to emphasize that developers are expected to at least work with players while developing the game instead of just taking their money and ignoring them.
I think in theory this is great, depending on the project. I want people to try out my game and help me improve it. Where I stumble though is this: what type of game can Early Access work for? When I think of a good candidate for Early Access, I think of games that aren't as story-driven as your typical Japanese-style RPG. A first-person shooter, even with an excellent story, can still be handed to players to test how fun it is. A platformer like Mario can be put through its paces just fine.
But RPG players, we're a weird lot. Most of us certainly enjoy battle mechanics and other fun parts of the game, but honestly most of us are there for the story. The story isn't just some backdrop in RPGs, for many it's the entire point. So in Early Access, will the developer be ceding part of their control to the audience for the story?
Okay, maybe that's not so bad. Getting feedback on how your story is going as it develops is a pretty good thing and you can always take suggestions, even if you don't end up following them. Then my question is, is it okay to spoil the story like this for people who may end up being your most dedicated fans? You'll be retooling it and reworking it and some plot points may come out earlier than you intended, and suddenly that's a surprise they won't have anymore. Is the overall benefit of the feedback worth the loss of surprise for some of your audience?
And lastly, the question that made me want to post this in the first place. At what point do you actually release your jRPG for Early Access? When the battle system is done and you're crafting the plot? When you have the first town/dungeon or equivalent done? When a chapter is finished? You catch my drift.
Thanks for reading, and I eagerly await your thoughts and opinions =)
