This week on the cast, returning fan of the site Paul Tobia joined me to talk about a topic that hasn’t been brought up much: How to handle a game that is coming out of Early Access, and looking at two games that launched recently.
It’s time for another post looking at a common pitfall of game development. Today’s post is one of the more innocuous traps that can befall a game and game designers, and in many cases is not even a problem and that is listening to your fans.
I’ve wanted to talk more about Planetary Annihilation for awhile. Planetary Annihilation was the second big name success on Kickstarter following Doublefine with Broken Age and the Kickstarter seemed to be perfect for me: A Macro oriented Real Time Strategy game with one of the largest scales seen. The Kickstarter hit every one of its goals and had every indicator of being a success, but things didn’t happen that way. I barely played the game and it was released to a lot of poor to bad reviews.
For this post, I want to explore this further and why one of my most anticipated games failed so badly in the market.
Digital distribution and crowd-funding have given developers more control over not only their funding but how long they can work on a game. It’s no longer about rushing to get a game to 1.0 and then washing your hands of it, but cultivating a game with continued content or in other words providing a service.
And while there are major advantages when done right, it can also raise some red flags.