KNau
11-07-2003, 04:18 AM
I don't think anyone has pointed this out yet; there is an interesting article on Gamasutra.com that sort of proposed a television-like production model for games:
http://www.gamasutra.com/features/20031105/klug_01.shtml
The article is specifically referring to MMORPGs but it really hit me that this could also apply to the shareware community as well.
The way I envisioned the concept applying to shareware projects is that my primary release is the "pilot episode" and that as a developer I should have a commitment to deliver X number of future "episodes" or updates on a regular bi-weekly or monthly basis. These updates aren't patches to technical issues (although that would be in them as well) but real additions to the core game like new levels, art, characters or game modes.
Most new tv shows are given a commitment to produce anywhere from 3 to 8 (maybe more) episodes to see if the show will find an audience and most of those episodes are shot prior to the airing of the series pilot. It's been said that on-line games should be continuously updated to show developer support and keep growing their audience, it's doesn't seem that different from TV production.
This is how I see the adoption of this concept affecting development:
- An arbitrary "content commitment" is decided upon based on how confident I am of the games potential. ie. I know in my gut the game will be a hit so I'm going to dig in for 8 "episodes" of updates - *no matter what*.
- The content updates are designed / plotted *at the same time* as the main game to form an overall path or "character arc" for development. This can be guided in the future by player requests but the first course of updates belong to the developer to help the audience see what direction the game is going in.
- At least half of the update content should be finished at the time of releasing the pilot so as to maintain a regular schedule of updates.
- Content updates should be promoted prior to their release just as TV shows have an "on the next episode of..." and a firm date for delivery.
If the game is coded with this development philosophy in mind then the only thing more epidodes or content will cost is a bit more time from the developer. I think a game that receives regular (free) updates in a reliable, timely manner like this just might achieve an audience that makes it worth the extra effort.
I think the idea might be worth experienting on. Any thoughts?
http://www.gamasutra.com/features/20031105/klug_01.shtml
The article is specifically referring to MMORPGs but it really hit me that this could also apply to the shareware community as well.
The way I envisioned the concept applying to shareware projects is that my primary release is the "pilot episode" and that as a developer I should have a commitment to deliver X number of future "episodes" or updates on a regular bi-weekly or monthly basis. These updates aren't patches to technical issues (although that would be in them as well) but real additions to the core game like new levels, art, characters or game modes.
Most new tv shows are given a commitment to produce anywhere from 3 to 8 (maybe more) episodes to see if the show will find an audience and most of those episodes are shot prior to the airing of the series pilot. It's been said that on-line games should be continuously updated to show developer support and keep growing their audience, it's doesn't seem that different from TV production.
This is how I see the adoption of this concept affecting development:
- An arbitrary "content commitment" is decided upon based on how confident I am of the games potential. ie. I know in my gut the game will be a hit so I'm going to dig in for 8 "episodes" of updates - *no matter what*.
- The content updates are designed / plotted *at the same time* as the main game to form an overall path or "character arc" for development. This can be guided in the future by player requests but the first course of updates belong to the developer to help the audience see what direction the game is going in.
- At least half of the update content should be finished at the time of releasing the pilot so as to maintain a regular schedule of updates.
- Content updates should be promoted prior to their release just as TV shows have an "on the next episode of..." and a firm date for delivery.
If the game is coded with this development philosophy in mind then the only thing more epidodes or content will cost is a bit more time from the developer. I think a game that receives regular (free) updates in a reliable, timely manner like this just might achieve an audience that makes it worth the extra effort.
I think the idea might be worth experienting on. Any thoughts?