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PostPosted: July 21st, 2008, 12:48 pm 
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In other words, what I am asking having just read a recent post about the Big Games of '08 and with all the hype that typically comes with E3, should we Studio Owners follow the example of the professional companies and hype a game even if we don't know if we will ever finish it? Also, once we release a date or a demo, does it become a priority and a responsibility even amongst the other responsibilites we have in life (school, work, family, friends...) to meet that deadline of finish the complete version of the game?

The question really applies to all RPGM game authors but it seems that as Studio Owners specifically, we need to deliver on our promises, unless the whole point of the hype is to 'sell' and adjust our goals as needed which in some ways makes us even more like the professional studios.

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PostPosted: July 21st, 2008, 1:51 pm 
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When we, as simple game developers, make a release date, it's a date set by which we THINK we can produce it ASSUMING that there are no hold-ups what so ever. And even when trying to calculate errors or problems into the date, it'll usually be extended by something.

But to answer your question... yes, we should.

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PostPosted: July 21st, 2008, 4:05 pm 
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life will always take precedence over past times. when you start neglecting you responcibilities then you quickly get overburdoned and get far less done then if you where to balance it in the first place. even still, it is also true that developing a game is part of your responcibilities, though on a much lower scale.

if you firmly bind yourself to a date then your game may end up sloppy. its best to just continue your current pace, work when you can and let us know of any set backs. just communicate with us and we will understand if you dont make your suggested date.

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PostPosted: July 21st, 2008, 4:19 pm 
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Then maybe we shouldn't have release dates... just percentage updates.

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PostPosted: July 21st, 2008, 10:26 pm 
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Lantis wrote:
Then maybe we shouldn't have release dates... just percentage updates.


I like this as far as notifying the customer, but motivationally it becomes very easy to neglect the game.

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PostPosted: July 22nd, 2008, 2:24 am 
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i know some of your games update you on persentage left, but what about those of us who use other software? how can i know a persentage of a product that doesnt even exist? how will i know 10% is really 1/10 of the day there?

its better to let people know just whats going on rather then finite numbers or dates. letting them know that your just in the test stage or ready for a demo soon is good enough.

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PostPosted: July 22nd, 2008, 9:31 am 
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Anonymous (Bo) wrote:
Lantis wrote:
Then maybe we shouldn't have release dates... just percentage updates.


I like this as far as notifying the customer, but motivationally it becomes very easy to neglect the game.


Yes, but the motivation you speak of (which I assume this topic is about) leads back to lying to the customer when the release date is not met.

So... pick the lesser of two evils?

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PostPosted: July 22nd, 2008, 12:02 pm 
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@Lantis

Well another way you could do it is not put out a release date until you truly are close enough to finishing and at THAT time start advertising it. You wouldn't have to do this if you were a professional company that had the game as your first priority but for us this might work better. This is the way that I go about it.

As game creators we all like our ideas and want to kind of reserve them or at least let others know that we are the author of it so it is very easy to come up with an idea, start the game, after a short while estimate the date (herein lies the problem to which I am referring) and then let it slip from our interests or priority.

It is around this time that a 'demo' is released, the demo often ultimately being the most complete form this idea will ever take.

Now another way is the progress update, but that also is similar to the demo if no progress is ever made, but it still keeps the game in the minds of everyone else.

What I like to do is not release my ideas until the game is near completion where I will feel it a waste of time to NOT finish it and then from that point release a possible date and any details of interest because my motivation to get to this point is that no one knows about my ideas, I haven't 'reserved' them or gotten credit for them yet and that way I know I never will get any acknowledgement until around the time the work is completed.

By this time a progress update might help, but I would have working on it so long that (in theory) I would have a much better idea of a release date so the progress update wouldn't be necessary and in the mean time I can put out the advertising, generate the interest, and then be ready to deliver.

If you put the progress update out too early, you are not misleading them about a date, but you may be misleading them about whether or not you have it in you to complete the game.

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PostPosted: July 22nd, 2008, 4:19 pm 
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You make very good points, sir. And I agree fully. And honestly, I'm guilty of them both.

*glares at sig that hasn't changed in way too long*

Though I'll take your advice, for I believe it to be good. ^_^

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PostPosted: July 25th, 2008, 10:38 pm 
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Quote:
i know some of your games update you on persentage left, but what about those of us who use other software? how can i know a persentage of a product that doesnt even exist? how will i know 10% is really 1/10 of the day there?

its better to let people know just whats going on rather then finite numbers or dates. letting them know that your just in the test stage or ready for a demo soon is good enough.


Simple enough to know if you have enough of your game planned ahead of time. For example, I know that Slayers' Reign has been around 8-10% complete for the past five years.

As for hype and stuff, I've been trying to avoid hyping my game as of late. But I'd be all for hyping, because, for me at least, hyping my game helps motivate me to work on it, especially if people seem to be interested. If nobody knows about the game, what reason do I have to finish it?

Release dates can also motivate, but I think their purpose is more wishful thinking on the developer's part. "Wouldn't it be cool if it released at this day? And then people would be flocking to it 'cause I hyped it up so much, and I can't wait for the first impressions and reviews."

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PostPosted: July 25th, 2008, 11:15 pm 
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@Draygone

If nobody knows about your game the motivation to finish it (other than for whatever reason you decided to make the game in the first place) is that nobody knows about it so you aren't getting any recognition for it but you will once it is released.

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PostPosted: July 29th, 2008, 7:16 pm 
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Maybe, but it helps when you've got a bunch of people saying "ooh, lookit that, that's neat" and "wow, this could be an awesome game when it comes out" and things like that.

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PostPosted: July 29th, 2008, 9:07 pm 
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Draygone wrote:
Maybe, but it helps when you've got a bunch of people saying "ooh, lookit that, that's neat" and "wow, this could be an awesome game when it comes out" and things like that.


I'm sure it is different from individual to individual but to me, what you said above is motivation to come up with game ideas, and not really to complete the ideas into an actual game.

In other words, if I got this kind of feedback from fellow Magonians, the next thing I would be motivated to do is think of new game ideas, types, storylines, etc., not actually program this idea.

With all due respect (seriously), I would be like Duel in this regard. There really is nothing wrong with that if your goal is to conceive games but that can be a major problem if your goal is to complete games.

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