• YiddishMcSquidish@lemmy.today
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      14 hours ago

      Seriously, remember all the bullshit they were giving cherry for silk song and it drops and it’s actually a polished fairly glitch free experience?

      It’s almost like if you give people the time they need, you get what was promised. Wish psychonauts 2 had more time.

  • aeronmelon@lemmy.world
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    1 day ago

    Obviously, this is the only sane solution for a one-man team, but all game developers need to put their foot down and say “it’s ready when it’s ready.”

    No marketing deadlines, no “crunch time,” make the game until the game is made, release it, maintain it, do it again if you think you have a good idea.

    • darthelmet@lemmy.world
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      1 day ago

      While I generally agree, I think there is some value in imposing some kind of deadline or limit to a project. Nothing is ever going to be perfect. There will always be more work that could be done on something. If you let yourself just keep going until you think it’s done it might never come out.

      But it’s a balance and when publishers push those kinds of deadlines they’re not really considering that.

      • NotMyOldRedditName@lemmy.world
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        1 day ago

        I recently launched a business as a solo dev / founder. It was agonizing trying to get all the last details done and be happy enough to finally say, this is what I’m going to release.

        I could have gone on forever if I’d let myself. Oh they need this, oh they need that! This other thing can be better!

        Now that it’s out, that pressure is gone, and I can just do smaller updates now which are focused more heavily on the feedback I’m getting from customers.

        I probably could have released 3-4 months earlier had I been better about it.

      • SSTF@lemmy.world
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        1 day ago

        Publishers are considering return on investment. In a model where they are providing the game budget to the studio, every delay means more money out of their pocket. Case by case it might be worth it, but just allowing developers to infinitely say it’s “almost ready, just one more delay” isn’t reasonable.

        I know from the hard core gamer audience that discusses this stuff online there is often this vibe that nothing should be cut from games. People look at various interesting cut content and lament it for not getting enough time, but there is always going to be cut content.

        If there isn’t a lead on the development team putting their foot down to control the scope and focus the team, and a similar push for focus by a publisher you get a meandering unfocused project that goes over budget.

        • grue@lemmy.world
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          1 day ago

          there is always going to be cut content

          Or said another way, not having cut content means they released a rough draft instead of editing and refining it.

      • wonderingwanderer@sopuli.xyz
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        1 day ago

        When it reaches the “good/mostly done but not perfect/could still be better” stage, it’s time to pre-release it for alpha/beta testing while you work out the kinks and add features.

        I remember playing Minecraft in alpha version before it even switched to beta. It was fine.

        Even full releases can have updates and expansions to add new features, it’s totally fine. But the core development of the game shouldn’t be rushed just to get it published.

      • aeronmelon@lemmy.world
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        22 hours ago

        Vaporware is an entirely different animal.

        A few people seem to think I meant a game like Stardew or Chocolateir should take several years because that’s how long they take with one person. Obviously if you have a studio of people, even a small studio like early Mojang, you can get more work done much more quickly.

        Obviously, I think, I mean the publisher should defer to the developers regarding how long work would take to complete, not the other way around. And no one should listen to the demands of shareholders or anyone else that is completely departed from the production process.

    • iamthetot@piefed.caOP
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      1 day ago

      That would be nice in a perfect world but bills need to be paid. I’m not defending crunch time, but not every project can afford to be “ready when it’s ready”. I don’t think many companies would survive like that.

        • iamthetot@piefed.caOP
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          18 hours ago

          Well yeah, but not every dev and company is ConcernedApe. I reckon the same can be said of Balatro dev, and Team Cherry, and a few others. It’s awesome for them who can afford to do this, but that’s definitely not the norm. Most companies can’t afford to sit on a project for 8 years without releasing a product.

        • SSTF@lemmy.world
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          1 day ago

          The above comments were talking about how this policy should apply to every game development project. Which is a nice thought, but not realistic for every situation.

          • JcbAzPx@lemmy.world
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            1 day ago

            Oh yes, I’m sure all those billion dollar companies would have all shut down by now if they had to wait a few weeks to put out a game. Putting out buggy unplayable shit was an absolute necessity.

            • SSTF@lemmy.world
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              1 day ago

              Let’s look at the initial comment in the chain:

              all game developers need to put their foot down and say “it’s ready when it’s ready.”

              No marketing deadlines, no “crunch time,” make the game until the game is made

              It isn’t saying publishers should be more flexible about deadline delays, it is saying there simply shouldn’t be deadlines at all.

              Shoveling infinite money at a developer who tells you it will be ready when it’s ready is the Chris Roberts model of game development. While it certainly produces interesting results, it is unrealistic and undesirable to expect it as the standard.

              Games that are developing well but need a little more time to fix issues should be given flexibility by publishers, but at the end of the day there are stretch ideas and content that has to be cut. Doing that cutting and keeping the project focused is what a lead on the dev team should be doing throughout the entire development. If a game has a realistic deadline given the expected scope and the dev team comes back and says they actually need another year of production, then it is worth looking into if that extra time is going to make the game a year’s worth of investment better or not.

              • JcbAzPx@lemmy.world
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                1 day ago

                Rather than choosing an arbitrary time, you should choose a state of the game to call finished. Limited time will always lead to crunch inevitably.

                • SSTF@lemmy.world
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                  22 hours ago

                  In a publisher fronting money to developer situation, without a fixed time limit (or money limit, which functionally translates to a time limit) is the publisher just infinitely on the hook to pay for dev time “until it’s done”?

  • CMLVI@lemmy.world
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    24 hours ago

    Idk what it is about players now, but if there is an announcement, they want the game out immediately. Another game I follow is being made by a small dev team, and they give somewhat regular updates. Multiple a year, generally timed to monthly, but like Dec got skipped for holidays. It’s almost daily someone is claiming the game isn’t coming out, it’s a scam, the game doesn’t exist, etc. And this wouldn’t have anywhere near the fan base ConcernedApe is dealing with. Just shut up and let people make the game…they don’t owe you a game, or updates about the game.

    Maybe it’s cause GTA6 and TES6 are in dev hell and it’s become a meme that they aren’t releasing, but still. It’s top-shelf annoying behavior.

  • AdolfSchmitler@lemmy.world
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    1 day ago

    Dude came out with a FREE update to stardew valley while in the middle of making chocolatier. I doubt any serious stardew fan is thinking this.

    • aramis87@fedia.io
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      1 day ago

      I mean, he spent 4 years of 70-hour weeks making Stardew. I’d expect Haunted Chocolatier to take equally as long - actually longer, since he’s still making Stardew releases, presumably taking some time for himself these days, has to approve any official merch or related stuff like the concert series, etc.

      • wonderingwanderer@sopuli.xyz
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        24 hours ago

        Presumably if he uses the same or similar engine then much of the groundwork is already done, so I would imagine it wouldn’t take quite as long. But I could be wrong.

    • panda_abyss@lemmy.ca
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      1 day ago

      I think you just have to leave people like this to work on these projects as they feel inspired/motivated.

      There’s no sense getting worked up about when it releases, this isn’t Winds of Winter where Stardew left us with a cliffhanger or any unresolved situation.

    • Kayday@lemmy.world
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      1 day ago

      I can’t see why not, but it’s targeting a 2030 release so it’s kind of early to be thinking about that sort of thing.

      • 4am@lemmy.zip
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        1 day ago

        Devs need to think about modding from the very beginning.

        • Dudewitbow@lemmy.zip
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          1 day ago

          it works if your games are fundamentally different like in this case. the cons about modding is that expectations of sequels are higher than normal because youre no longer comparing the game to the previous, but to the modded version of the previous.

          for example, outside of performance reasons, City Skylines 2 had that fate.

    • aramis87@fedia.io
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      1 day ago

      I think one of the reasons Stardew has had such a long life is the modding community: it’s been ten years since it’s release and I can’t imagine playing it that long. I can, however, bring up Passerby Cemetery, East Scarp, Ridgeside, etc, and scratch my Stardew itch with new content every couple years.

      I’m sure Eric knows this as well, and would include modding in HC.