When is it time to release?

Skaylea

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Hey there.

Lately I have been working on my game, and although it is basically completed I keep finding new things to improve / polish / add etc.

Because there is no deadline I can stretch this on and on, and it is easy to get distracted from the initial development scope.

 Is this a good thing?

Obviously to some extent, but usually when games start as one thing and slowly transform into something bigger

than intended you have to rework most things from the ground up. You can't just keep expanding a game that was not meant for this

"large scope", you can create inconsistent quality and mechanic issues. That's my opinion at least.

Getting to the point, when do you think that enough is enough?

Should you just release the game when you just have it in a playable state? Should you release a demo?

What about polishing it further? Should you set yourself a deadline and if you have time add some more polish?

Just something that has been on my mind lately as I am literally just a few touches away from completing my game  (Or am I?... you see where I'm getting at).
 

Ms Littlefish

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I would release it as a demo. That way people can play it and pick up on things that we, as developers of the game, have fallen deaf to. In the end you'll get more to polish up and the game will improve due to play tests and community feed back. In this gaming world filled with DLC and patch notes, many games are constantly living and breathing.
 
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whitesphere

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I agree with Ms. Littlefish here.  The most important thing for any game we plan to release, commercial or not, is what people besides ourselves think about it.  

Playtesting is invaluable, but it's crucial to make sure the demo you release is good enough to warrant people spending their limited free time on it.   Look over the initial maps, party, NPCs, events, playtest the demo and then ask yourself "If I saw this as a demo for download, would it be worth me spending at least an hour of my free time on?"

If the answer is "Yes," and not just because it's your baby and you wrote it, then the demo is ready to release.

Some things to look out for (all tropes I reference are from tvtropes.org) :

- How long does it take to acquire skills/advance in levels/gain wealth?  

- Are the random encounters all fair?  Try to avoid the "Boss in Mook Clothing" trope, unless you're deliberately adding a rare encounter which drops correspondingly rare and potent loot.

- If you knew nothing about the game or the world, how well would the NPCs and maps convey the world?

- What external knowledge, if any, do your in-game puzzles rely on, if applicable?  

- Are said puzzles logical and internally consistent?  Do everything you can to avoid the Moon Logic trope, since that can be extremely frustrating for players.

- For in-game quests, are there reasonably clear in-game clues to the solution?  Remember, since it's your custom game, players can't Google for a walkthrough.

- How enjoyable are the world and story?  Is the story coherent?    Would it make a good read, if you wrote it down in the form of a short story or novel?

Hopefully, these questions help you decide when and if it's time to release a demo and/or the game itself.
 

Andar

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The most important part before release (especially for first games) is bughunting - your first game needs to be as bug-free as possible, or everyone will just delete it after a dozen bugs.


If you keep adding things, then you also keep adding bugs - and you can't find bugs yourself, you need other people (who think different) to check your game's logic.


So stop improving, start looking for playtesters, and give them a month to play it.


Then you'll get enough bug reports to keep yourself busy for several weeks...


If the number of bug reports goes down and you seem to start keeping up with correcting the bugs, then you can think about a public release...
 

Eschaton

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When it's done.

Lol #DukeNukemForeverReference
 

Fernyfer775

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Having people actually do "Let's Plays" of your videos has been my most invaluable form of feedback.

You get to see, first person exactly how different people play your game, which in turn helps you

tweak your game even further. You also tend to notice more "bugs" even if the player doesn't by watching them play.

I've had about 4 people do Let's Plays of my game, and each and every time I noticed things that I instantly went

and fixed or updated, which I would have never gotten the chance to had I not seen my game being played that way.

So, definitely release a "beta" or "demo" or whatever you want to call it, and let the community help you wrap it up, nice and bug free.
 

Zoltor

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The most important part before release (especially for first games) is bughunting - your first game needs to be as bug-free as possible, or everyone will just delete it after a dozen bugs.

If you keep adding things, then you also keep adding bugs - and you can't find bugs yourself, you need other people (who think different) to check your game's logic.

So stop improving, start looking for playtesters, and give them a month to play it.

Then you'll get enough bug reports to keep yourself busy for several weeks...

If the number of bug reports goes down and you seem to start keeping up with correcting the bugs, then you can think about a public release...
See I don't understand how that's even a issue with RM game, since every step of the way, you should be testing everything you add to the game, to make sure It's functions correctly.

The routine for testing games is a lot more common place for games made through RM, then any other engine or whatnot.

With RPG Maker, you should be testing throughout the entire development of the game, while if you are making a game without RM, It's code a whole crap ton of things+make a metric ton of maps, then you test it out just enough to know It's not completely broken(hope the coder can figure out why X Isn't working if it is broken, so perhaps the development of the game can continue soon. Then when the game is more or less finished, it enters a beta testing phase, in "hopes" they can locate all the minor bugs that "definitely" exist.

The ladder makes it real easy for it to get tons of minor bugs(usually 1 or 2 of which don't get caught even after 3 months of beta testing). However with RM, it make testing things so easy, It's not funny, If something doesn't work properly, you can jump into the editor, and change it in a matter of seconds, then jump right into test mode, to test it out.

It's a good rule of thumb to play through your entire game the "real way" before release, to make sure you didn't forget to add something or more then likely, you forgot to take something out(aka like shortcut events you added to speed up testing), but seriously bugs shouldn't be a issue(because you should've tested each system/feature before moving on. Also if you add a sub system to a already tested system, you should retest that main system fully, with the new sub system, to make sure the sub system didn't break it).

The RM way is byfar the more effective way of finding bugs, because you stop them from the start, before they can become hidden. The beta phase of a RM game, should be more about finishing touches, and making sure you removed all the shortcut events that shouldn't be in the finished game, then It's about finding bugs(because the fact is, when you get to the beta phase, there shouldn't be any bugs to beginwith, not if you were testing everything as they were added to the game anyway).

To OP: Imagine your game was sold in a store for 50-60 bucks, would you buy it? That really should be the first question you ask yourself, if the answer is no, you're not even close to being done(because if you don't even like your game that much, how can you expect other people to).

2nd is how much gameplay is there? A very small RPG offers like 18-24h of gameplay. It's a bad idea to force things to waste time, to make a game to have 30 or more hours, so don't add "fake" gameplay, but the odds are, if your game can be beaten in like 20h, It's because there Isn't much content in it(most likely the RPG is only half of a RPG). You should always try to think of what you, and other people like to do in a RPG(this should set you on the right path to adding depth to your gameplay).

Eschaton has the right idea, It's done, when It's done :)
 
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Kes

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I must disagree with the assertion that a game "needs" 20 hours+ before you can even consider it finished.  I have played some excellent games with less time than that, as well as games where I've sunk over 100 hours to finish.  Length is too variable to have hard and fast rules.  The length of time needed is that amount which enables you to tell your story in a convincing way, with good character development etc., and side quests if you are putting them in.

As for bug-testing: absolutely!  Test everything to destruction  as you go along and I can guarantee you that someone else playing your game will still find something that you didn't.  This is particularly true if it is possible to do things in a different order to the one that you envisaged - and even where you thought there was only one way, someone is going to think of a different approach.  So having at least a couple of other people testing is vital.  Then, as Andar recommended, once you've cleared all reported bugs you can think about releasing.
 

Skaylea

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To OP: Imagine your game was sold in a store for 50-60 bucks, would you buy it? That really should be the first question you ask yourself, if the answer is no, you're not even close to being done(because if you don't even like your game that much, how can you expect other people to).
Would you pay anything close to 50 bucks on any RPG Maker game that had been made since the software was released to this point? I have yet to find a game like that.

I don't really see your point by pinning a AAA price on a game made in RPG Maker, but I guess that we are just talking about different things.

Also regarding the total amount of gameplay time I don't think that it is an issue, it all depends on the experience that the game is trying to provide.

And by the way there were too many assumptions that my game is a RPG, which it is not. So I am talking about releasing a game in general, not specifically a RPG.

Secondly, I was not talking about pricing at all, but I guess that if you put a price tag on your game that changes some things (Anyway I am not charging money for it).

I eventually decided to release the game, and let other people share their thoughts and hopefully help me eliminate any remaining bugs (if there are any, hopefully not that much at all).

Thanks you everybody for stating your opinions!
 

Zoltor

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I must disagree with the assertion that a game "needs" 20 hours+ before you can even consider it finished.  I have played some excellent games with less time than that, as well as games where I've sunk over 100 hours to finish.  Length is too variable to have hard and fast rules.  The length of time needed is that amount which enables you to tell your story in a convincing way, with good character development etc., and side quests if you are putting them in.

As for bug-testing: absolutely!  Test everything to destruction  as you go along and I can guarantee you that someone else playing your game will still find something that you didn't.  This is particularly true if it is possible to do things in a different order to the one that you envisaged - and even where you thought there was only one way, someone is going to think of a different approach.  So having at least a couple of other people testing is vital.  Then, as Andar recommended, once you've cleared all reported bugs you can think about releasing.
Not RPGs, you haven't, 20h RPGs are meh at best, and usually even worse. For a "RPG" to only have 20h of gameplay, means there not much gameplay at all. There has never been a RPG I beat in 20h, that I didn't feel extremely disappointed with.

Wild Arms(by the time you feel like your char are finally developing nicely, the game's over), FF 9(omg what a POS that game was, I swear, I got to the boss of the game in 10h, without using a walkthrough, and with it being my first time playing it), Chrono Trigger(I already discussed how shallow, and half fast this game was in another thread), ect.

Yea you might be having fun while it lasts, but the one thing all 20h or so, and shorter RPGs have in common, is they leave you extremely disappointed when you beat them. A big factor in the quality of the gameplay of a RPG, is longevity/replay value.

If people wanted a quickie, they would play a platformer or something along those lines. RPGs are about the Journey/Adventure, char development, exploring maps for treasures, usually hunting some mastermind who really doesn't want to die, ect.

There really is no legit reason, for a RPG to only be 20h to beginwith. To kind of need to purposely rush a RPG, to come out with a RPG that's only 20h.

Hell the original Dragon Warrior game is more then 20h(even if you know where everything is, and beat the game many times in the past), Believe me I know, I tried everything I could, to beat it in a day, It's not possible(you can get up to the Dragon Lord's castle in 24h, if you're a legendary vet, but you can't get through the Castle, and beat the DL within the day).

Now if that teaches us anything at all, is the main culprit for lauphibly short RPGs, is atrocious maps(because DW has a very short story, and there Isn't much content, however it has pretty awesome maps, especially being the grandfather of RPGs, and all). Then you add the lack of content  which is also a mainstay in short RPGs, there you have it.

Longevity comes from gameplay, which technically the story Isn't a gameplay aspect its self, It's a supplement to gameplay, there's a big difference.

If your game is nothing but a wannabe modern Square game(nothing but story, and CG, maps exist for no reason but to go from one story CG scene, to another, ect), then It's not a game at all. Perhaps you should just make a movie or novel instead at that point.

What, you didn't test all the possible ways a event could be triggered, why not? Ofcourse if the developer doesn't properly test all their systems fully, there's bound to be bug, but in general, RM games should have bugs to be found by the time it enters beta.

People: fully test your systems out when you first add them to the game, and retest it, if you later add to it.

I had just utterly insane events going on in past projest, infact so insane, that they were more along the lines of event hubs, then they were just normal complex events. I had what like 6 possible party outcomes, each one tied to a handful of choices made in the game, and sharing the same event, it was crazy(and there were multiple maps, where there were these event hubs).

Talk about a eventing nightmare, but I'll tell you one thing, once it was finished, it was working, and had no bugs. During the development of such, there were graphic bugs, among just trying to get everything to go off at the correct times, however all that got fixed before moving on, because I can fix, and test it out myself(and RPG Maker makes testing things so easy/fast, It's not funny), until It's perfect

If you're using Byond/another engine to make a game, It's not a option, because 10 jobs are split between 5 people at the least, making it impossible to fully test out every little thing you add to the game, but in RPG Maker, the only reason a bug should exist after a system/event was added to the game+ the developer moved on to developing something else for the game, is if the developer is slacking off.

Hell if I wasn't testing everything to make sure they all work, and I was just popping out systems/events, I would probally be 1/3, if not more done with the game already. However even with how good I am at eventing things, that would just be asking for trouble(especially with all the complex things I have going on, It's always good to push yourself/strive to improve your skills).

To OP: It's that kind of thinking, that makes other people think RPG Maker has many limitations, so many you can't make quality games with it, which infact, It's the exact opposite, RPG Maker doesn't have any limitations worth mention(the few limitations it does have, don't even effect the game its self, It's about the viewing window, scan rate, and other such things).

If someone truly made a great game through RPG Maker, and it got a physical release, I would so pay 50-60 bucks for it. The problem is with the RM community, is they're in such hurry to release the game(s), that the odds of a truly great game being made, is a lot lower then it bloody hell should be.

A game made through RPG Maker not being great, is all the developer's fault, the engine has no limitation at all, that would prevent high end Greats from being made.

Oh It's not a RPG, then it maybe drastically different then that, RPGs have to hold to a especially strict quality standard compared to other genres, just to be a solid very good, nevermind Great.

No, still ask your self that, even if you're not selling your game. For a game to be ready for release, you should still have the mindset, if this was in a store, would I buy it. It will help keep your quality standards high, and thus help you decide when the game is actually finished.
 
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whitesphere

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I do agree that RPG Maker makes it extremely easy to test out your RPG as you're building it.  As I build mine, I always have at least one game save which I keep current.  I've found many bugs very quickly this way, from "That event text needs to be word wrapped" to "Ooops, shouldn't be able to walk through that".  With it being so easy to test, I really don't think there's any excuse to release a badly broken game.   Or a game that has any but the most minor bugs, really.

I wouldn't say "Does the game have to be worth 50 to 60 bucks?" as much as I'd say "Is the game worth other people's free time?"  More specifically, if you found this game for free download, would you want to play it all the way through?      Or would you get bored or frustrated with it?  Keep in mind that, even us RPG lovers, won't stick with a game that is really broken, or a game that isn't enjoyable.  After all, our free time is valuable to us.

It's like the difference between a proud parent who posts his/her 5 year old's scribblings on the fridge, to show love and support for their child, versus the same parent taking those scribblings and trying to get them put in a public museum.  All of us are probably proud of our own creations, especially when we think they're "done."  But, if we are intending them for public consumption, commercial or not, we need to hold them to the exact same standard we would hold anyone else's game.

When we feel our game is truly up to the standard of our favorite RPG, that's when the game can be released.  And that's when the REAL bug fixing begins, as players do sequence breaking (i.e. quests out of order) and go places, use combinations of equipment or skills and do things we haven't tested together.

When the game has been out "in the wild" for awhile, and people are enjoying the game AND you're not receiving bug reports anymore, THEN the game is complete.
 

Skaylea

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@Zoltor

I said nothing regarding the quality of the game, and good games CAN be made with it and some already were.

But, the engine is extremely limited compared to other options, I have no idea how you can think otherwise.

Take all of the games made in RPG Maker and evaluate them side by side and tell me that you can't see that they

were all made in RPG Maker. You can, because the engine is restricting your creative possibilities.

I am not saying that it does not deliver, RPG Maker does what it does and does it well. But, the limitations are there, and

in order to make something that feels unique you have to think in very creative ways. You can argue that it is a good thing,

and you may be right, but at the end of the day the engine is not powerful enough to let you go beyond limitations that other

programs do not have.

Like other people said, the question is "is the game worth your time?" and not "would you pay 60 bucks for it?".

I do not look down at the software in any way, I am just being honest with myself about the limitations it possesses.

I have been Working with RPG Maker for quite some time I can truly say that I can feel the limitations affecting how I design games with it.

It should not be that way, your design should not be affected by such limitations.

As most people who are experienced with RPG Maker I have learned how to take these limitations into consideration and design

my game around them, but going as far as saying that they are not worth mentioning is a little delusional in my opinion.

But that is a different discussion for a different thread I'm afraid.
 
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Zoltor

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@Zoltor

I said nothing regarding the quality of the game, and good games CAN be made with it and some already were.

But, the engine is extremely limited compared to other options, I have no idea how you can think otherwise.

Take all of the games made in RPG Maker and evaluate them side by side and tell me that you can't see that they

were all made in RPG Maker. You can, because the engine is restricting your creative possibilities.

I am not saying that it does not deliver, RPG Maker does what it does and does it well. But, the limitations are there, and

in order to make something that feels unique you have to think in very creative ways. You can argue that it is a good thing,

and you may be right, but at the end of the day the engine is not powerful enough to let you go beyond limitations that other

programs do not have.

Like other people said, the question is "is the game worth your time?" and not "would you pay 60 bucks for it?".

I do not look down at the software in any way, I am just being honest with myself about the limitations it possesses.

I have been Working with RPG Maker for quite some time I can truly say that I can feel the limitations affecting how I design games with it.

It should not be that way, your design should not be affected by such limitations.

As most people who are experienced with RPG Maker I have learned how to take these limitations into consideration and design

my game around them, but going as far as saying that they are not worth mentioning is a little delusional in my opinion.

But that is a different discussion for a different thread I'm afraid.
Not limited in ways that would limit gameplay, it sure Isn't. Anything that you can't get the default to do, you can do through scripting.

No, what you see, is people settling for the defaults(opposed to trying to create complex systems/features through complex eventing/full use of the database options or scripting/making full use of any scripts in their game), because just like you're acting like, people buy into the BS that haters have been spreading, since the early days of RPG maker, so instead of thinking how they can do X cool things, they just do the most basic of things.

What limitation, appeasing graphic whores, a RPG not being in 3D, is always a plus(the RPG genre doesn't support the 3D format at, the most the genre supports, is semi 3D, but even then, It's better off just sticking to 2D), no Online/multiplayer support(it would be a nice "option" I suppose, but so Isn't needed), the viewing screen/scan rate(this kind of sucks, but it really is no different then playing a game on a handheld, and the scanrate issue is only noticeable due to the fact the viewing screen is so small, you are constantly scrolling through screens. In full screen mode, the scan rate issue is barely noticeable)... hm, what else, can't think of any other limitations.

You misunderstood me, I only buy games that are really worth my time, so It's really one, and the same. 

What limitations, I really don't think you have a damn clue of what limitations RPG Maker has at all. You just see tons of generic or worse games being made with RPG Maker, so you assume it has all these limitations. Well it doesn't.

Most, if not all of the commercial games made by those big companies, before they turned into CG over gameplay companies, is possible to recreate down to the letter.

Hell You know the awesome games ATLUS still makes(damn I love ATLUS), well you could even make those(probally will require a metric ton of scripting though, because ATLUS is weird, but it can be done).
 

SLEEP

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release the game rite now its done.
 

It can be hard to pinpoint what state you want something to be in to call it finished. i see lots of devs here who implement all the content they want in the game, get that post in the finished games forum, and release a version patch which changes a ton of stuff. and its not just based on user feedback either.
 
as for when you should release something
1. how much do you value other people's feedback? if it's highly, release soon and as much as possible so you have the most potential to gather this feedback. 
2. how much longer do you want to keep working on something? it can be tempting to keep adding to a creative work like a game, but the more you add, the more you risk burnout and the general losing of interest. If you don't wrap things up eventually, you could never see the damn thing finished. a point of interest, some games are in perpetual development and work out good that way, minecraft being the easy example, but that format's not ideal for a lot of games.3. Don't overwork things, or you may lose clarity of your vision. kinda related to point 2.

i guess most of those points were more related to finishing that releasing lol. at least point 1, also there's no rush to release, and it's ok not to value other people's feedback!
 
other people can give criticism and critique, tell you what they thought about if the game's finished, but they can't let you know when you'll feel it's finished. Unlike what others are saying here, other people's feedback is a tool you can use to reflect upon yourself, but only you can answer the question of if it's finished. wishy-washy as heck but that's it, that's the answer!

also what nerd pays 60 dollars for a game when all the cool games are cheap and indie lmao. since when was 20 hours a small game? those are really subjective metrics to judge on, not cool guidelines by me and my metrics :(  , and probably not good general advice. but if you're releasing games tailor made for that one guy who suggested those guidelines, well they're good.
 

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