I'm generally OK with the concept of "Early Access" provided a few key points
1) Clearly labeled as such.
2) Reduced in price. Not just as compared to AAA titles, but compared to similar titles. If 7 Days to Die feels that their completed product is a $35 value, then price the Early Version around $20. A rebate for your beta testers.
3) A genuine reason to release early. Maybe you're trying an entirely new mechanic or playstyle that either requires immense testing, or an early litmus test to see if the avenue is worth pursuing.
4) Constant communication from the devs. Regular updates, even if they're just verbal (or written) but preferably actual gameplay updates.
My best example of Early Access done right is : Kerbals.
#1 yup.
#2) Really hard to say. Not sure what the going rate is on this type of game... see next entry
Most clearly hitting it out of the park on #3. A fully open sand box airplane and rocket ship flight simulator with very accurate (if slightly imperfect) orbital mechanics and aerodynamics on a scale that I've never seen a AAA game even attempt. That's insane. It's so far outside anything that could be considered "normal" that I fully support the devs trying to get it out there early, and it really rules out any possible comparison or valuation guesses for #2.
And on #4, the devs have been very VERY upfront with updates, continually adding new features or improving current ones. And best of all, they've been understanding of any miscommunication. There was a minor snafu regarding which updates would or wouldn't be included in your Early Access purchase. So the devs graciously sided with the players, and added everything on the current agenda to the "Free for Early Access players" list.
Everything done right for Early Access, and from what I can tell, a rousing success on all fronts.
MÜN OR BUST!
1) Clearly labeled as such.
2) Reduced in price. Not just as compared to AAA titles, but compared to similar titles. If 7 Days to Die feels that their completed product is a $35 value, then price the Early Version around $20. A rebate for your beta testers.
3) A genuine reason to release early. Maybe you're trying an entirely new mechanic or playstyle that either requires immense testing, or an early litmus test to see if the avenue is worth pursuing.
4) Constant communication from the devs. Regular updates, even if they're just verbal (or written) but preferably actual gameplay updates.
My best example of Early Access done right is : Kerbals.
#1 yup.
#2) Really hard to say. Not sure what the going rate is on this type of game... see next entry
Most clearly hitting it out of the park on #3. A fully open sand box airplane and rocket ship flight simulator with very accurate (if slightly imperfect) orbital mechanics and aerodynamics on a scale that I've never seen a AAA game even attempt. That's insane. It's so far outside anything that could be considered "normal" that I fully support the devs trying to get it out there early, and it really rules out any possible comparison or valuation guesses for #2.
And on #4, the devs have been very VERY upfront with updates, continually adding new features or improving current ones. And best of all, they've been understanding of any miscommunication. There was a minor snafu regarding which updates would or wouldn't be included in your Early Access purchase. So the devs graciously sided with the players, and added everything on the current agenda to the "Free for Early Access players" list.
Everything done right for Early Access, and from what I can tell, a rousing success on all fronts.
MÜN OR BUST!