Weekly Update #55

Personally, as much as I think about it, I can’t see how releasing an Alpha in the current state could have a negative impact.

Some press was bad during the Kickstarter, but not because of the prototype. On the contrary, everything about the prototype was praises and good publicity. One could argue that the demo was what mainly sold the game, even.

Are there any example cases in which pre-releasing a game in an incomplete state was detrimental to its image? I think it actually helps. It increases visibility, as more people start tinkering with it and generate buzz, and it also multiples the amount of feedback from the users, which is a good thing to have early.

A possible drawback I see is that right now you may not be prepared to attend all that new user-base and at the same time concentrate on the more important aspects of the development. So there might be a risk there, but not related to the state of the game.

Another risk I foresee is that the same people who bitched about how you are eternal perfectionists and will never release anything could start claiming that you are having the same behavior with the Alpha.

I don’t see many people complaining about it so the delay doesn’t seem to be a problem at this point, but you should really consider the advantages of releasing a prototype as soon as possible, no matter its state. The first step to marketing is understanding what your audience needs, and the ability to test software “for free” while it is being developed is a godsend. Embrace it :slight_smile:

My two cents.

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Images and words would suffice. All we had for the MMO was words, and that spread. If the words are right, people will repeat them. For pity’s sake, we’ve got a generation geared to social media, and that can be as simple as a tweet.

That’s not true. @INovaeFlavien created a steady stream of new screen shots culminating in the release of the ICP while discussing the MMO.

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I’ve been watching a few episodes of Monkey Magic…as the intro narrator says, “the phoenix can only fly when its feathers are grown” :monkey_face: :frog: :pig:

There is zero game right now in terms of rules and objectives. There is nothing of substance to give constructive feedback on and nothing to keep people wanting to play more.

Infinity has already gained an unfortunate reputation as Keith pointed out. Releasing an empty game world would merely confirm those preconceptions. Better to give people access to a version that has something to prove those preconceptions are wrong.

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I have seen games that change quite a lot from Alpha to release. One thing INovae is good at is listening to feedback where it matters without losing focus on what they want.

Alpha testers will know they are playing an incomplete version of the game. If they don’t, I’m sure we’ll hammer it home for them! However, that doesn’t mean we should let them into the empty sandbox of the prototype - we need some base gameplay features first as a starting line.
Giving access to that starting point can come at the same time as the big Alpha marketing push, using the new players to help expand a wave of awareness beyond us core followers.

We don’t need marketing before Alpha to hype those backers. The Alpha weekends and pics/gifs/videos from dev backers probably do most of the work!


Edit: Maybe we could have a definitive list of planned content to be added in the near future, pre-patch notes. It could keep people sweet with anticipation.
E.g. (currently)

  • New ship: Destroyer
  • New HUD
  • Updated texturing for stations
  • Improved networking for large numbers of players

Few months delay is a joke, it would be pointless now making big changes and take any risk, if ppl waited this far they can wait few more months.
I don’t sit home and wait for IBS, i play other games.
Also considering game is empty planets so far and taking sum of hours that i would spent if i have access right now could be equal to sum of hours i will spent during free prealpha weekend.

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I can but only agree with you.
You can’t expect to get a hold the the game’s idea without some gameplay implemented.

Images and words are not enough anymore: do remember there’s some fierce competition in the game market. While Battlescape occupies a specific type of game, you can’t expect gamers to play one and only one game, and there’s limited free time to play games.

Actual footage of gameplay, even as WIP, speaks louder than words.

Yeah, my memory is going…

What you describe is what I’m talking about being the right way to approach it: images and words to explain what you’re working towards, followed by a demonstration of something that implements some of that vision. You can take time to get the message clear and be sure you’re setting the right expectations. When people later see the demonstration, they’ll say “Oh, hey, that’s how they’re going to do it. That’s cool. I bet the rest of it will be just as cool.”

And here we are, your backers, ready and waiting to give you feedback on your message. We are a microcosm of the gaming world at large, a training ground to allow you to get that message tuned so it’s primed right as it goes out of the gate.

To me, you’ve got the cart in front of the horse and I’m having difficulty grasping why anyone would do that.

And if that gameplay is incomplete compared with the final product, how will you fill in the blanks? How will I? How will each of the other backers?

That’s the reason for the images and words; they communicate an intent. They’re not supposed to have you thinking in terms of

Oh, I’m going to definitely get the destroyer and equip it with modules A, B and C so I can support a wing of 8 fighters, blahdy, blahdy, blah.

It’s supposed to be enough that when you see the footage, you’ll be able to say

Oh, I see how a session is going to play out. We’ll be able to get a new ship and fly in a couple minutes to one of several fights going on and play a specific role in that fight. Nobody is capable of everything, so I have to pick my role when I pick my ship. Blahdy, blahdy, blah.

The images and words were supposed to be setting you up to be ready to see that in the footage. Without any expectations being set, the footage could be interpreted in a way that was completely inconsistent with the planned gameplay.

Google “setting expectations for a product” or “mistakes about setting expectations” or some such thing. This is Marketing 101 stuff.

Are you suggesting something like the storyboard but from a player’s perspective rather than an external high level overview?

Don’t be too literal with “images and words”. The point here is to take what they know about the product and shove it into the heads of their backers. If that means baking cakes, then so be it. When their backers see the product, they’ll be on the same page as the developers and they’ll be able to extrapolate from the incomplete form of the product to the complete form. Backers and developers will be able to have a useful dialog. The more discussion that takes place, the better informed the backers become.

That pattern then repeats for beta test and release, with each step along the way increasing the number of people who can communicate the vision of the product.

It’s unfortunate that INovae have very little time or money for proper marketing, but it does mean they have to approach things differently and use the power of their community.

Of course it makes sense for them to set expectations for the release of Alpha, probably in the form of an extended blog post setting out the current state of the game vs their vision. I’m sure they can also manage a livestream or something as well.

Those will be the official statements to manage the expectation, but the rest will be down to playing the Alpha and clear communication on the forums. Those of us who have been here a while and know plenty about I:B will be partially responsible for being positive, informative and friendly as people find out about the game.

Marketing isn’t something that just happens at a specific time in the development. It’s a continuous process fuelled by dialogue between devs and players.

I don’t think cakes or even an interpretive dance would do the job.

You said it was necessary to set expectations and that CGI video wasn’t necessary.
I’m simply asking what you’d suggest. How would you set expectations?

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What’s my budget? What are my resources? What’s the timeline? What’s the product? What’s my primary audience? What’s the longer-term plan for the company?

This stuff doesn’t work in a vacuum. It’s part of a comprehensive strategy, and it is tailored to the specifics of the situation.

At the most obvious level, I’d start talking about my gameplay plans here. Get a dialog going. Tune the discussion. Learn what gets people thinking in the right vein about the product and what misses the goal. Keep it in the privileged inner circle of whatever pledge tier we’re on. Development preview? That’s one community to work with. Small and devoted.

Then Alpha comes along and the discussion broadens to the Alpha backers. It’s a chance to check the presentation for effectiveness. After all, the development backers have been listening to the message for a while, so they’re already indoctrinated; it’s time to try some people new to the idea to see how the evolved message registers with them. Tune the message again.

Along comes the Beta backers and it’s another cycle of the same. By the time the product is released, the team has gone through three iterations of hopefully frank and open discussions with their prospective customers to find out whether they’re building something worth playing. When they release, their ducks are in a row and they know that they’re hitting some kind of market segment, and only time will tell how broad that segment is.

When discussing this with the various tiers of backers, words will suffice for most of it. Concept art, artistic stills and such are just fluff and are largely a waste of time - except to get kids excited. If they’re serious about leveraging the player base, they need to ignore the fluff and get down to the meat of the game. People might buy the game in the first week out of a desire to participate in a graphical orgy of space scenes, but the game’s real success lies in its ability to provide sustained entertainment. And that first week’s orgy is going to be muted by the fact that the game is not being launched into the vacuum of five years ago.

That said, artwork still counts. Pictures are worth a thousand words, and if a picture can be presented to communicate something more succinctly than words, go with a picture. “Here’s the kind of resource placement we’re planning.” “Here’s the sort of team coordination interface we’re planning.” Where a video works, use a video. “This is an example of harvesting a resource.” The point here is to educate the development tier backers. Then the alpha tier backers. Then the beta tier backers. By the time they’re done doing all that, they’ll have tuned their presentation because they understand how people react to their presentation. And, of course, to their product, in its various stages of development.

Note that these discussions aren’t supposed to be a public way of designing the gameplay. It’s a way of getting feedback. If everyone who replies thinks that having spaceships in a space game is a bad idea, then some wire got crossed somewhere and the message definitely needs tuning. If there’s no replies at all to anything that they present, then either nobody understands it or nobody cares about it.

Keep the presentations short and to the point. Pictures to convey concepts really help. Consider the warp system prototype videos that I did. They existed to educate, not titillate. The same can be said of Flavien’s networking video. How many people were hugely reassured by that, beginning to understand how hundreds of players would be blasting away at each other with the game retaining some semblance of performance? How many people extrapolated to realize what a scrum such a battle would be? How am I going to survive in that environment? Those are the impressions that people talk about and think about. This is not just another Star Citizen with two or three guys shooting at each other. On the flip side, is it going to be another shot spam game like Planetside 2? The dialog would help INS understand that people see these things as challenges, and that they need to consider the consequences.

Anyway, that’s yet another dump of commentary on how I’d tackle it. I have no idea if it’s anywhere near what you’re after.

But that’s what a dialog is for.

I should have prepared some pictures…

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A hundred years ago people believed that plants and animals had always been as they are now. They thought that all the different sorts of living things, including men and women, were put in this world by some mysterious power a few thousand years ago.
It was Charles Darwin, born at Shrewsbury on the 12th of February, 1809, who showed that this was just a legend. As a boy Darwin loved to walk in the countryside, collecting insects, flowers and minerals. He liked to watch his elder brother making chemical experiments. These hobbies interested him imuch more than Greek and Latin, which were his main subjects at school.
His father, a doctor, sent Charles to Edinburgh University to study medicine. But Charles did not like this. He spent a lot of time with a zoologist friend, watching birds and other animals, and collecting insects in the countryside.
Then his father sent him to Cambridge to be trained as a parson. But Darwin didn’t want to be a doctor or a parson. He wanted to be a biologist.
In 1831 he set sail in the Beagle for South America to make maps of the coastline there. Darwin went in the ship to see the animals and plants of other lands. On his voyage round the world he looked carefully at thousands of living things in the sea and on land and came to very important conclusions.
This is what he came to believe. Once there were only simple jelly-like creatures living in the sea. Very slowly, taking hundreds millions of years, these have developed to produce all the different kinds of animals and plants we know today. But Darwin waited over twenty years before he let the world know his great ideas. During that time he was carefully collecting more information. It showed how right he was that all living things had developed from simpler creatures.
He wrote a famous book ‘The Origin of Species’.
People who knew nothing about living things tried to make fun of Darwin’s ideas.
The development of science has shown that Darwin’s idea of evolution was correct.

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@pictbrige I don’t know how you found these forums but please never change.

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Yes, that’s great stuff @inovaekeith, however it would be so much better if you addressed @jb47394’s post. But you know what you are doing, from your wealth of experience, so all is good I guess. :confused:

On the contrary, I think the devs need to be careful about exactly what they react to on these forums and they have regularly shown a remarkable amount of restraint.

So far, they have communicated when it has been necessary to stop expectations/assertions about the game getting out of control. At the moment, that’s all that is needed.

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Nice personal attack, classy. :stuck_out_tongue_winking_eye:

Alright, let’s see, a year spent on the installer/patcher and the pledge upgrade system, while gameplay has been delayed by ~9 months, great management skills right there, great priorities.

:wine_glass::wine_glass::wine_glass::wine_glass::wine_glass::wine_glass: