- Apr 28, 2018
- 9
- 8
Few thoughts choices at the end of the day are yours:
Game access: This can be a balancing act. I think early on in development the most important piece is consistency and accessibility. Looking to grow a fandom and a community, and draw from the largest pool possible of recommendations, testing, and bug reporting. Clamping accessibility reduces those, but you have levers to pull like which versions, timed delays etc. It will be a balance of investing in growth vs getting paid and depends in some ways on risk tolerance.
CGs and Side characters: Make sure there is limits here to not slow down development. If you end up with too many of these and a delivery promise it could take up time from main game. Too many of these in general could put you in an impossible situation time management wise. Also I would reserve final approval to make sure anything that goes in fits the themes and world you're trying to build.
Game access: This can be a balancing act. I think early on in development the most important piece is consistency and accessibility. Looking to grow a fandom and a community, and draw from the largest pool possible of recommendations, testing, and bug reporting. Clamping accessibility reduces those, but you have levers to pull like which versions, timed delays etc. It will be a balance of investing in growth vs getting paid and depends in some ways on risk tolerance.
CGs and Side characters: Make sure there is limits here to not slow down development. If you end up with too many of these and a delivery promise it could take up time from main game. Too many of these in general could put you in an impossible situation time management wise. Also I would reserve final approval to make sure anything that goes in fits the themes and world you're trying to build.