Do you prefer a game to be updated often but with shorter content, or wait longer for an update with a big amount of content?

Which do you prefer?

  • More frequent but shorter updates (every 1-2 weeks).

    Votes: 13 22.8%
  • Less frequent but longer updates (every 1-2 months).

    Votes: 44 77.2%

  • Total voters
    57

Daruko01

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May 7, 2017
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I'm working on my game Taste Of Life Chapter 1, and I released the first version (0.5) with a little below half of the script I already had planned for the first chapter. I've actively been working on the next update for around two weeks now and I'm packing quite a bit of content, sex and story-wise, but I've been wondering, both from a player and a developer perspective, which one do you find to be better? More frequent but shorter updates, or less frequent but longer updates? And which one do you think people will most likely support?
 
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j4yj4m

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Jun 19, 2017
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Frequent updates usually help growing your project, simply because every update raises the chance to attract new players, etc.

I personally prefer slightly larger updates with a little more content, simply because it feels nicer to get into the game again and to play for some time before it's over. But I'm pretty much convinced that they aren't the way to go in the very beginning.

Edit: Then again, updates should always be large enough to add a decent amount of content. Just releasing an update with very little content to release something is annoying.
 

Jofur

Member
May 22, 2018
251
272
I never play just the new updates in games, I always start from scratch and replay the whole game(usually once or twice a year, sometimes more if it's one of my favorites) so for me it doesn't matter a huge amount either way.

Longer updates probably helps a bit more since the creator can just focus on finishing an entire story section or gameplay system rather than working more piecemeal, which would improve the project. So I guess if I had to choose something it would be that.
 
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Jun 25, 2018
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I was kinda split on this because it really just depends on the size of the team. The quicker but less added choice would be cool but on a one man, or super small team, it could risk burnout and more bugs cropping through. So I think for a small team, I don't mind waiting a couple months for a decent sized addition. Besides, there are so many updates/new games each day here, it is not like people are hurting for stuff to play so it allows some time to breathe.
 
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Nov 21, 2020
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Choosing "longer but less frequent" makes absolutely no sense from a player's standpoint. The only one that gains an advantage from this is the developer. This poll is about what YOU prefer.

Why does it make no sense? Consider that we have 2 games:
Game A - gets updated with 1 hour of content every week;
Game B - gets updated with 4 hours of content every month;

If this is the only criteria we go by, why would you ever pick B? If you want more content to play, just wait a month instead of downloading the new version every week. If you're a returning player, you'll get even more content to play in most cases from A. So what exactly is the benefit for you, the player, if you choose B?

Again, the question is "Which do YOU prefer?", not "Which do you think is best for the game's future?". Any developer looking over the answers can make their own decision.

EDIT: Of course, developers can organize their time differently if they have more time to release an update. The most beneficial one for the developer is longer but less frequent. The most beneficial one for the player is shorter but more frequent. The most beneficial one for the game is also probably shorter but more frequent.
 
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moskyx

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Jun 17, 2019
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EDIT: Of course, developers can organize their time differently if they have more time to release an update. The most beneficial one for the developer is longer but less frequent. The most beneficial one for the player is shorter but more frequent. The most beneficial one for the game is also probably shorter but more frequent.
The most beneficial one for the game is a good update that leave the player hungry for more but also satisfied with the time invested in playing it. So there's no magic answer to this question, there's no scientific matrix to help you decide which is the best time/content ratio. The only thing that really matters is quality. The rest are just personal tastes
 
Nov 21, 2020
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The most beneficial one for the game is a good update that leave the player hungry for more but also satisfied with the time invested in playing it. So there's no magic answer to this question, there's no scientific matrix to help you decide which is the best time/content ratio. The only thing that really matters is quality. The rest are just personal tastes
Ideally, every update should satisfy those conditions. But having more frequent updates draws more people because of multiple reasons. If you release more frequent quality updates then you will definitely attract more people. There's no magic answer because there is no magic. This is logical. The question of "how much is satisfying" is subjective and therefore cannot be taken into account. Some people prefer to play only completed games. Some people want 12 hours of gameplay with an update. Some only need 1 hour. The advantage of having more frequent updates is that you can choose when to download the game so that it satisfies you.
 
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Pitrik

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Oct 11, 2018
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Less frequent but more content in theory but :

If I have to support I do it if I like the game without caring about the time between updates or the amount of content

People will complain the same/always so do what you want with your game ;)
 

anne O'nymous

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Choosing "longer but less frequent" makes absolutely no sense from a player's standpoint.
And for what reason, please ?

I prefer to pass my saturday/sunday enjoying an update I waited for some months, than past more time, each week, downloading then installing an update, that I'll pass playing it without really enjoying it.


[Note: Yes, I read your edit.]
Why does it make no sense? Consider that we have 2 games:
Game A - gets updated with 1 hour of content every week;
Game B - gets updated with 4 hours of content every month;
[...]

If this is the only criteria we go by, why would you ever pick B?
Because it make a big difference in the development process.

You don't make a game linearly. Among the many reasons for that, whatever how precisely you planed it, you'll always have to go back and forth, because you made some adjustment in a scene, what will imply an adjustment for another one. You also shouldn't force yourself to works on a scene that don't inspire you right now, the result will always be a disaster.
Therefore, the longer is the range you'll works on, the more coherence and constancy will be put in the result.


So what exactly is the benefit for you, the player, if you choose B?
In addition to what I said above, must also be added the quality.
It need times to write something correctly, to make the right render/drawing. And will you're stuck on this dialog line that don't sound right, or this CG that feel odd, you works on something else. Then, when you'll have a fresh mind, you'll come back to it and solve the problem.
This is a luxury that you can't afford if you release in too short window. If it don't come right the first time, it will stay eternally wrong. Not just because it's already released, but also because your release schedule is too tight to go back on that particular scene from a previous update.


The most beneficial one for the player is shorter but more frequent.
No. You're thrown a too small part of the story, and the only way for you to effectively understand it would be to skip two/three updates. You neither play, nor enjoy the story, you ingest it.


The most beneficial one for the game is also probably shorter but more frequent.
Also no. It can raise faster the attention and some kind of support, but exception made of one miracle, you'll stagnate to this level of attention and support. This while the attention and support for games released less frequently grow slowly, but never cease to grow.
It's the difference between, "oh, look, yet another update of this game, wasn't he updated this morning ?", and, "oh, this game still exist ? I should take a look just in case".
 
Nov 21, 2020
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All of your points were completely ignored in my original post because it was a hypothetical situation in which only the frequency of the update mattered for the outcome. That means that the end result had good quality and the developer could work in such an environment. That was the implication.

"No. You're thrown a too small part of the story, and the only way for you to effectively understand it would be to skip two/three updates. You neither play, nor enjoy the story, you ingest it."
And that's up to the player to decide. If you feel like you don't understand and you need to wait a few weeks before downloading, you can do that instead. If you want to get your weekly dose of the story/game and make it fresh, you can also do that. If you don't care about the story as is the case for many people... I don't need to spell it out. Basically, the game has new things for you whenever you feel like you want more.
As a developer, if you feel that your audience is not capable of fully comprehending the story due to it being released in short bursts, you can surely change the schedule to every 2 weeks instead. But there are games with a "1 week per release" schedule that don't appear to suffer from this. A well executed game doesn't have this issue and a regular player has the freedom to choose how much game they want/need to play. From what I've seen, the players usually know this. So it's up to the developers to adapt to it (or not, if they feel like they can't).

"Also no. It can raise faster the attention and some kind of support, but exception made of one miracle, you'll stagnate to this level of attention and support. This while the attention and support for games released less frequently grow slowly, but never cease to grow."
This is indeed false. There are examples against it, such as Corrupted Kingdoms. It has been growing ever since release and continues to grow while being one of the biggest games. And I would argue against calling it a miracle or exception. That's because a miracle is a one-time thing, not constant and steady. If anything, these miracles set a standard and normalize this frequent update model and people start to appreciate it more in other games as well.

As for the rest of your points, they were fully considered as well. However, the poll is about what the players want, not the developers. A developer will read this thread and start analyzing. "Am I capable of doing this?" "Am I disciplined enough to do this?" "Can I write a coherent and understandable story every week?"
Everyone will eventually reach their own conclusion with enough introspection. From that point, they can choose a schedule that fits them best.
 
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Kinderalpha

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Great poll, this was really surprising to see. I figured people would be more in tuned with hearing from the developer often. Awesome!
 
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anne O'nymous

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[...] There are examples against it, such as Corrupted Kingdoms. And I would argue against calling it a miracle or exception. That's because a miracle is a one-time thing, not constant and steady. If anything, these miracles set a standard and normalize this frequent update model and people start to appreciate it more in other games as well.
So go, give another name. There's less than a dozen games updated weekly, it shouldn't be difficult to find another one that don't stagnate and are "well executed game". Because so far you base your argumentation by making a generality to what is a half-idealized exception.



As for the rest of your points, they were fully considered as well. However, the poll is about what the players want, not the developers.
You still haven't answered the only question I asked you: For what reason "choosing 'longer but less frequent' makes absolutely no sense from a player's standpoint."

Because it's the only interesting point in this discussion, and so far it goes at the exact opposite of both the poll and the comments.
 
Nov 21, 2020
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So go, give another name. There's less than a dozen games updated weekly, it shouldn't be difficult to find another one that don't stagnate and are "well executed game". Because so far you base your argumentation by making a generality to what is a half-idealized exception.

You still haven't answered the only question I asked you: For what reason "choosing 'longer but less frequent' makes absolutely no sense from a player's standpoint."

Because it's the only interesting point in this discussion, and so far it goes at the exact opposite of both the poll and the comments.
1. I don't need to give another name because you're not satisfied. Just because not everyone does it doesn't mean it's impossible. If it has been done once in a consistent manner, it can be done again by the right person. We're not talking about a one-and-done scenario. This is CONSISTENT and STEADY. There are multiple devs who could do it but choose not to. It's not the same thing as something receiving attention once and becoming famous over night. This is the result of months of the same routine, which means it's very possible to do and disproves your original point.
There is nothing "idealized" about this. It's literally happened and it keeps happening even now. Don't throw words randomly.

2. I have answered the only question in my original post and built upon it in the subsequent two. Perhaps you should read them again if you haven't understood that. But in short, the player loses nothing with more frequent updates if you strictly compare release schedules without taking into account secondary factors such as the developer's ability to deliver quality in that time. It makes the game more accessible and provides new content whenever players feel like they want some. It remains up to the players to decide when they download the latest version, but the option is always there. Therefore, "less but more frequent" is the objectively better choice when it delivers the same quality and quantity overall but in smaller, more frequent doses.
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
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1. I don't need to give another name because you're not satisfied. Just because not everyone does it doesn't mean it's impossible.
I explicitly said that there's one exception to my argumentation, while you said that "[you] would argue against calling it a miracle or exception". So yeah, it's you that should back your argumentation with proof. After all you said it, therefore do it, argue against it.
You insist on saying that it's "constant and steady", therefore it shouldn't be difficult to prove it is. Names the others games that achieved this and that I missed ; I'm just human, therefore not omniscient, and I would gladly improve my knowledge and update it on this subject.


There are multiple devs who could do it but choose not to.
What a marvelous argumentation: The other devs don't do it by choice, not because Corrupted Kingdoms is an exception...

Sorry, but this is pure delusional denial bullshit.

Corrupted Kingdoms is a game developed by a team, that rely mostly on 2D sprites, while massively recycling its CGs. There's more than one year that each update rely, more or less, at 80% on CGs that were already seen, what obviously drastically reduce the time needed for an update. And even when the CG is drawn specifically for a given scene, they rarely serve more than illustration ; they rarely effectively correspond to the context, being just food for your imagination.
It's also a game that rely on a free roaming mechanism. This imply the possibility to also reuse the code and dialog lines related to the player's movement into the game world ; what obviously artificially increase the length of the content for each update, while again reducing the time needed for the development.
And finally, it's a story split in different tasks, what generate a cognitive bias. By making it looks complex, the number of "quests" make you believe that there's more depth in the story than there's effectively. It also increase the length of the content, since not all players will cheat, there's some who will try to wonder what the next step effectively is, and try some moves/actions that will be useless but will need times.

This while the majority of the games are developed by a single guy on his free time, and rely on 3D CGs that can't be recycled for another scene. When it's a quality game, the said CGs even carry supplementary information, using the gesture and facial expression to complement the dialog lines, providing the unsaid.
A lot of them rely on a linear progression for the story, using instantaneous movement. Therefore they don't have the extra minute that a free roaming, or free roaming-like, game gain each time the player have to go somewhere. And like they rarely rely on quests, they need to effectively provide some depth to their story, while still making you believe that there's less content because you never had to wander outside of the designed path.
And obviously, all this apply only for games built with a game engine like Ren'py. If the game rely on Unreal or Unity, there's the whole codding part that radically differ.

But yeah, it's because they "choose not to" that they don't release weekly, absolutely not because they just can't if they want to keep a certain level of quality, and have a coherent story with some constancy.


2. I have answered the only question in my original post and built upon it in the subsequent two. Perhaps you should read them again if you haven't understood that.
Read your original post again. Your argumentation is: "If this is the only criteria we go by, why would you ever pick B? If you want more content to play, just wait a month instead of downloading the new version every week."
It's circular argumentation ("it make no sense because it make no sense") and therefore it's simply not an argumentation.
In top of that, you explicitly limit this argumentation to the sole length of the content, while trying to back up a global assertion that include quality, enjoyment factor, and all.
And you're doing this based on a length arbitrarily fixed, expecting that if one can produce a weekly update that will have one hour of content, it imply that a monthly update will have four hours of content. But it's absolutely not how development process works. The progression is more geometric that purely arithmetic ; as I explained in my initial answer, this is due to the back and forth process and the inspiration limit.


But in short, the player loses nothing with more frequent updates if you strictly compare release schedules without taking into account secondary factors such as the developer's ability to deliver quality in that time.
Oh... So it wasn't out of laziness that you decided to not address all my points regarding the development process. It was because they invalidate your argumentation, putting it out of the imaginary world where you place it.

When it started, Corrupted Kingdoms was updated every two weeks, and had less content by updates. It's only when Arc earned enough money to pay people for their help, that it started to be updated weekly.
This simple fact limit your strict comparison to less than 10% of the games ; the more than other 90% being made by people who are alone. And obviously, all the part regarding this game being really particular, limit it even more.


It makes the game more accessible
It make it more visible, not more accessible.
A game would be as easily accessible when updated yearly, than it would be if updated hourly. The thread do not vanish, the search option do not ignore it, the update lists do not discriminate it, and any web search engine would continue to return you all the places where you can find it.


and provides new content whenever players feel like they want some.
Are we junkies now ? Some perverts so craving for lewd that they can't live without their dose of "this game" ?
Sorry, but personally I'm a gourmet. I can perfectly wait all the needed time in order to have a content that I will take the time to enjoy at its fullest, precisely because this time past waiting was used to make it really enjoyable.


It remains up to the players to decide when they download the latest version, but the option is always there.
A beef Bourguignon will always taste better than the hundredish hamburgers you can make while it slowly cooks.
It's not because you'll play four weekly updates in one go, that you'll have the same experience than playing a monthly update. Here again, I explained why the quality of the result differ, but you preferred to ignore it.

There's a constant back and forth during the development process. You need time to reflect on what you did, before you come back to polish what you initially wrote, that will never be more than a rough draft. No one find the right inflection for a dialog line on the first go. No one found the right pose, the one that will carry the unsaid information, right from the start.
Quality is a long process. You need to let things grow in your mind, and while it do, you works on another scene. One that will then slowly grow while you'll be working on yet something else. Then, when the maturation will be perfect, you'll go back and change your draft into something that effectively worth it, finally putting the quality into your works.

This don't mean that all games that need times to be updated will have a high quality ; it's obviously weighted by the authors limits. But, while there's millions people who could generate good content, if they have the time to reflect on it and polish it enough, there's really few that can provide the same quality on the first go.


Therefore, "less but more frequent" is the objectively better choice when it delivers the same quality and quantity overall but in smaller, more frequent doses.
I really like the association between "objectively better" and the fact that this apply only on a really particular case that don't even concern 5% of the scene.
 

Cryswar

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May 31, 2019
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Faster updates can definitely suffer in overall content speed and quality, though how much will obviously depend on the individual and game.

The tighter the schedule, the less time you have to fix things, the fewer opportunities you have to undertake major projects to improve or rework systems in the game, and the less time you have to mull over and potentially rewrite (or rerender) stuff that didn't come out great the first time. Sometimes, the planning side of things can just take a few days (or worse) of research, experimentation, and writing down ideas to mull over.

Release day can easily stretch into 2-3 days of minimal progress as well, depending on how many questions you need to answer on the sites you posted the update on and if there are any bugs that need a hotfix.

Mad respect for anyone who can do high-quality weekly/biweekly updates, though.
 
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