- Apr 8, 2018
- 78
- 253
I wish more devs did layering instead of chunking of content, and this is often the first example that comes to mind. For example:
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* I think most devs assume that players are there for the story, so the idea of releasing the whole thing seems absurd. But the fact is, the stories on these games are almost impossible to follow with 2-3 months between chapters, and/or you replay the beginning so often that you're sick of it. If a dev cared about story, they'd actually release it in as small a period as possible, then focus on adding good reasons for replays.
- Story release: Release a linear, mostly text, complete version of the canon main plot (unless that would spoil too much, in which case, leave off the very ending)*
- Art release: In the next release, add some/all of the art
- Interactive release: Add player decision points and/or game mechanics
- Repeat steps 2-3 as long as player interest/support holds
- No half-complete stories
- Bad stories or concepts can be abandoned before you and players have sunk too much time into creating their supporting assets
- Less player frustration about constant cliffhangers: slow or small releases or the possibility of abandonment. The game is technically "complete" again after each release.
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* I think most devs assume that players are there for the story, so the idea of releasing the whole thing seems absurd. But the fact is, the stories on these games are almost impossible to follow with 2-3 months between chapters, and/or you replay the beginning so often that you're sick of it. If a dev cared about story, they'd actually release it in as small a period as possible, then focus on adding good reasons for replays.