Getting away from the tunnel vision....lessons from the initial Elemental dual release and ways of releasing and polishing better next time.

I had this idea just today of a better way you can handle the limited release windows.  Have the extra beta/s required to really polish the game like an artform, make it really fun, really professional, and really polished.  Then release a top-notch version on Impulse initially.  Then while still enhancing the game and making it better for players and modders etc., which you release as updates, you get a good handle on how to make the game function well as a whole, *then* release the retail version in February (or whenever it is).  It will be even better than the already excellent initial Impulse release, and the manual can totally be up-to-date and the in-game systems are really polished too.  That way you get the best of both worlds - enough time to really make the intitial (Impulse) release a stand-out, and getting lots of people to buy the game.  Then have a second wave when you release the game in retail, with months of extra improvements and refinements and extra features.  Then you get tons of people buying the retail release too, *plus* build up heaps of goodwill for your next release.  I think the way the initial release of Elemental was handled is an important lesson, and if you don't get heaps of release windows, polish the game till it shines, release a fantastic version on Impulse for a while (and keep updating it) and release an even more "kick-ass" version to retail (and then keep on updating it even further).  Don't get tunnel vision about retail release windows.  Think outside the square - you have the Impulse angle, why not use it?  Enhance goodwill in this way rather than costing it is a great way to go IMHO. |-)

Hope you get something from this post and the lessons of the release, and see you in a while. ;-)

Best regards,
Steven.

3,709 views 13 replies
Reply #1 Top

I agree. It's strange, but I agree

Reply #2 Top

I think some of the problem is that they were booked to and scheduled to release on a specific date - their marketing published said date here and there... brad went on a tour and confirmed said date, etc.  I think they just fell into a time crunch and didn't have time to push another beta.  I really agree that the full release version should have come out as a beta and then been patched (eg give me the full release version to beta test - then if there are no game breaking issues - release).  I mean, any of us with beta access purchased the game, so who cares if we know what the campaign is like, etc.  That way, they get all of the beta testers providing feedback on the finished product prior to launch.

So, I agree with your idea, but if they are publishing in stores, they do need a set date.  If only via impulse, they would have some flexibility (I'd think). 

Anyway, I'd change things like this - do the beta test and get all feedback.  Complete the game based on feedback.  Release the "finished game" to beta testers or anyone that preordered without calling it the actual release version.  Polish and patch.  Once things are pretty stable and the game is awesome, announce the official release dates (lots of companies say "fall of XXXX").  Then boom - release the game.  That way, you avoid quite a bit of the pain and negative reviews... but, if you are going with a game that will be in stores, this model doesn't work exceptionally well unless you can VERY WELL plan around when the official go live would be (within a 2 week window or so).  No one can bitch much about a game that's in beta.  Well, they can, but it isn't the finished product, so STFU if you have complaints.  The finished product will be better. 

Reply #3 Top

That wall of text did more damage to me than my sov can do with magic.  :/

I saw the part about extra betas before glazing...and on this I agree...the game should still be in beta now and getting polished and refined as a whole for a while.  You could argue that we're in paid beta now...which...I guess we are, but I preordered to be in beta so it doesn't *really* matter...I think.  Ug.

Reply #4 Top

That wall of text did more damage to me than my sov can do with magic. :/
End of quote

:rofl:

 

 

Reply #5 Top

That wall of text did more damage to me than my sov can do with magic. :/
End of quote

Heh - you'd make an excellent director at my company.  I will let them know.  :') There are folks that I have to write 1 line responses to on the most complex issues or I am certain to get a phone call to have me explain :) 

Reply #6 Top

Quickest Way to the Poor House - The Thread

Reply #7 Top

Quoting Voqar, reply 3
That wall of text did more damage to me than my sov can do with magic.  :/

I saw the part about extra betas before glazing...and on this I agree...the game should still be in beta now and getting polished and refined as a whole for a while.  You could argue that we're in paid beta now...which...I guess we are, but I preordered to be in beta so it doesn't *really* matter...I think.  Ug.
End of Voqar's quote

Yes, next time I will put it in a few separate paragraphs.  I was just so excited! ^_^

Here, I will cast "Heal All Wall of Text Damage" spell for you. :-P  Do you want it to be Tactical or Strategic?

Best regards,
Steven. 

Reply #8 Top

Quoting OMG_pacov, reply 2
I think some of the problem is that they were booked to and scheduled to release on a specific date - their marketing published said date here and there... brad went on a tour and confirmed said date, etc.  I think they just fell into a time crunch and didn't have time to push another beta.  I really agree that the full release version should have come out as a beta and then been patched (eg give me the full release version to beta test - then if there are no game breaking issues - release).  I mean, any of us with beta access purchased the game, so who cares if we know what the campaign is like, etc.  That way, they get all of the beta testers providing feedback on the finished product prior to launch.

So, I agree with your idea, but if they are publishing in stores, they do need a set date.  If only via impulse, they would have some flexibility (I'd think). 

Anyway, I'd change things like this - do the beta test and get all feedback.  Complete the game based on feedback.  Release the "finished game" to beta testers or anyone that preordered without calling it the actual release version.  Polish and patch.  Once things are pretty stable and the game is awesome, announce the official release dates (lots of companies say "fall of XXXX").  Then boom - release the game.  That way, you avoid quite a bit of the pain and negative reviews... but, if you are going with a game that will be in stores, this model doesn't work exceptionally well unless you can VERY WELL plan around when the official go live would be (within a 2 week window or so).  No one can bitch much about a game that's in beta.  Well, they can, but it isn't the finished product, so STFU if you have complaints.  The finished product will be better. 
End of OMG_pacov's quote

Well, since Stardock itself has told us they don't need the money as quickly as other companies, I would say that it is better to have a retail release date at the next retail window than the absolute least time they think they can get the game ready.  Then they can finish the last beta that has the game completely tested, polish that, release  the full game on Impulse, then at the next retail window release the game at retail.  I think the problem was that Stardock was too optimistic the game would be in a finished state by 24 August.  Optimism is good, but it is even more important to expect that ssues *will* come up that will take time to resolve - so it's better not to be over-optimistic and do damage to their goodwill. ;-)

Best regards,
Steven.

Reply #9 Top

I think the main problem with the release is the obligation to release 24 Aug. If the Release have been delayed the next release date should move to December, and Stardock should have major finance problems. Sorry for my English, Im from Siberia. :)

 

When I saw the Open Beta test not covered all game I have realised that the release will be hard.

Reply #10 Top

Quoting OMG_pacov, reply 5

That wall of text did more damage to me than my sov can do with magic. :/
Heh - you'd make an excellent director at my company.  I will let them know.  There are folks that I have to write 1 line responses to on the most complex issues or I am certain to get a phone call to have me explain  
End of OMG_pacov's quote

I hear that, though in my case I would amend your line to say 'There are ^lots^ of folks...'.  :-|   There does seem to be an aversion these days to reading anything longer than a text message on your phone.  Too used to being told what to do rather than reading and comprehending it themselves I suppose.

To pull back to the OP topic though, I think that if you do as you suggest, wouldn't that rather badly hurt the sales of the later retail version?  Meaning, in your scenario, why even bother with a retail version at all, who would buy it?  I would think that most people who would want to get the game would just get the digital version early on and deal with an online manual instead of waiting several more months knowing the game is available but holding out for the boxed version.  Nor do I see many people wanting to plunk down money again to later buy a retail version just to get a printed manual.

Reply #11 Top

Good points, however I think there would be many folks without reliable and fast internet that would appreciate being able to buy the CD or DVD version that does not need to be updated at all, and the game has had a while to mature from the heady early days when all sorts of new features are being added.  And people who are worried about 10 years from now or so, can be sure the game is polished, balanced and fun without any updates out of the box.  How about all the best mods and optional balanced aspects of the game as of retail release time are included in the retail box?  So people who don't have easy access to the internet can play some of the cool mods which have been developed for a while (and there will be many), and maybe even recommend more people buy the retail box because of all the cool mods and total conversions. ^_^

I think we all agree though on one point though - the game was not ready for release on 24 August 2010.  Maybe next time they just need to allow more time for an official dual release of Impulse and retail versions.  But it is important that the mistakes of the early Elemental release are not repeated, otherwise Stardock would probably find it very hard to sell games again.

Best regards,
Steven.

Reply #12 Top

It's worth noting that it's not at all unusual for an indie game to be released online first, and then much later when it's really popular to have a boxed version in the store come out. Quite a few of the more succesfull indie games have done that, so I'm guessing it must be a valid marketing strategy.

Reply #13 Top

I understand the window for shelf space was tight and it was either now or February. What I don't understand is what difference it would've made. They should have taken the extra six months. They could have done more beta testing, polished then released thru Impulse initially and later on thru retail in February. Brad is never going to convince me that this game was ready for release on August 24. It just wasn't. A game that's been patched everyday since release is a game released too soon.