What makes for interesting Devlogs?

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So I tried maintaining a devlog but due to laziness and general writer's block it's kinda on pause for now. :p

So I'm looking for some inspiration.

Do you read other people's devlogs? If so, what do you think makes for interesting devlogs? Or put another way, why do you read certain devlogs and not others?
 

Tai_MT

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In general, I don't tend to read other people's devlogs. The main reason I don't is the reason I don't tend to keep my own dev log (and basically just keep my progress in my signature and forget to update it, or don't care to update it).

That main reason is that most people on these forums don't really finish their games. We all talk a good game, but we lose interest somewhere down the line in completing the project and it never appears. It is difficult to get invested or maintain investment in a project that will likely never see the light of day or even a release.

A slew of other reasons I don't really read or maintain devlogs is as follows (these are minor in comparison to the previously mentioned one):

1. Not many people are doing anything "interesting" with their projects. I generally like to see or hear devs doing new and interesting things I haven't seen before. I like seeing their progress and updates on those things as well as how they're accomplishing them. But, most logs don't go into those details or even do anything that hasn't already been done in a hundred other games before.

2. I like to see updates on more than just technical or artwork related stuff. I follow the dev logs of Satisfactory, Dwarf Fortress, and Stellaris. These dev logs are typically all about, "Hey, this is the new stuff we're adding to the game. Here's the new features we're working on. Here's some of the new items. Here's the general overview of what that will be like and how it will change the experience going forward". It helps that I'm already invested in these games and enjoy my time with them, but such updates grab my attention more than just, "Here's more of the same!". Stellaris generally gives you the direction of each update as they work on it, each expansion before it comes out, and sections where they sometimes answer questions. Satisfactory generally just talks about the way they're changing the world, fixing things that already exist, and adding new content to the game that will change how you play (I'm still waiting eagerly for that update that FINALLY allows me to use S.A.M. Ore!). Dwarf Fortress almost always contains new footage of what they're working on and videos for examples of how things work, which keeps excitement for the Steam release of the game up.

3. Dev logs tend to either be about maintaining hype through marketing tricks or through just hoping people are interested enough in what you're doing to continue reading them despite a lack of product. I mean, there's a reason we don't get "dev logs" for new releases of AAA games. Few people are going to be willing to follow a game for 3 or more years and keep investment in the product until release. I don't care about the dev logs for the 3 years of Mass Effect 1 that there were. But, the initial announcement of the game and the release of the game are what I cared about. The announcement made me watch for the release of the game, then the release of the game made me care about it.
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Hope that helps some.
 

freakytapir

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So I tried maintaining a devlog but due to laziness and general writer's block it's kinda on pause for now. :p

So I'm looking for some inspiration.

Do you read other people's devlogs? If so, what do you think makes for interesting devlogs? Or put another way, why do you read certain devlogs and not others?

What would pull me in to read a devlog is not really the minutia of the actual game.

What would interest me more is why the dev is making the changes.

Don't tell me 'We gave the goblins 10 more HP'

Tell me 'We reworked the Fighter skill tree to promote build diversity because everyoen was taking skill X'

Or things like : 'We put a cooldown on Potions to promote the usage of actual healers'.

Or even just tings like : 'Lever switch puzzle simplified as it severly broke dungeon flow'.

Or just an opinion piece. Like "Why I removed healers from the game and replaced them with soda vending machines. And you should too."

Correct technical writing.

Try to avoid speaking bland. Write with a voice.
I'd read an article on the raising of sugarplums if it was written in a good voice.
Correct Grammar, punctuation and lay-out. Write professionally.
Include pictures to break the dry text.
Be consitent in posting. have a posting day.
If I know when the next post will be, I might actually remember to check it out.
 

BenSD

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For my part, I only ever read devlogs to see what's changed. If you just make a bullet-point list of what's different and why you changed it, I'm happy. If you put more than that...honestly, I'm probably going to skip to the changes, anyway, so it doesn't improve or worsen anything for me.

On the other hand, if there's genuinely good and engaging writing near the start, I might actually want to read that...but I've rarely (if ever) seen writing good enough to make me want to read through an even modestly long devlog.
 

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