Years ago, I ignored most of Icstor's work - then Milfy City came out...wow. What was amazing about that game?
From the first version, there was a *lot* of content, lots to do, and you could easily & clearly see where things were headed. I've checked out some early releases & demos since then, and I can't name any that had even 1/2 the content of the first edition of Milfy City.
You know that feeling when something leaves an impression? In Behavioral Economics, it's called, "Anchoring." If you're a fan of Dan Arielly (author of a few books on the topic, famously survived some hideous accident, etc) then you're familiar with the concept. Then we can look at how the brain works, when we see an old friend. 60% of what we see in that old friend is from long term memory. 40% is from the "here and now," aka, the present.
So when we see something new, it has a chance to leave that impression - "anchor," itself into our long term memory. The brain's a funny thing, really. While we might be aware of these concepts & ideas, it doesn't stop them from being useful or interesting.
What's behavioral economics & memory got to do with it?
Who needs a heart when a heart can be broken...what's love got to do, got to do with it? Ooops, my mind went back to some Tina Turner I heard a long time ago. Where was I?
(snaps fingers). Anchoring!
It's why I'm not going to ship anything until it's ready, even though from playing demos & "version .1," of games shows me that my initial tranche of content is ahead of a lot...but it's absolutely not ahead of Icstor
There's a bigger risk in putting together more stuff, goes without saying, right? Harder to give up on something you put a lot of time into, and it's harder to accept feedback, or change things. Hm. Well, it's a risk I'm determined to take. Either Magical Restart is freaking awesome, or it's just ten pounds of crap in a five pound bag. Kind of useless.
Six weeks from now, give or take a smidge, I think I'll be ready. It won't be Icstor's work, but hey, go big or go home, right? It's why I've spent almost half the time on game development so far on sound - effects, music, etc. I want the experience to be immersive, unforgettable - even epic.
We'll see.
From the first version, there was a *lot* of content, lots to do, and you could easily & clearly see where things were headed. I've checked out some early releases & demos since then, and I can't name any that had even 1/2 the content of the first edition of Milfy City.
You know that feeling when something leaves an impression? In Behavioral Economics, it's called, "Anchoring." If you're a fan of Dan Arielly (author of a few books on the topic, famously survived some hideous accident, etc) then you're familiar with the concept. Then we can look at how the brain works, when we see an old friend. 60% of what we see in that old friend is from long term memory. 40% is from the "here and now," aka, the present.
So when we see something new, it has a chance to leave that impression - "anchor," itself into our long term memory. The brain's a funny thing, really. While we might be aware of these concepts & ideas, it doesn't stop them from being useful or interesting.
What's behavioral economics & memory got to do with it?
Who needs a heart when a heart can be broken...what's love got to do, got to do with it? Ooops, my mind went back to some Tina Turner I heard a long time ago. Where was I?
(snaps fingers). Anchoring!
It's why I'm not going to ship anything until it's ready, even though from playing demos & "version .1," of games shows me that my initial tranche of content is ahead of a lot...but it's absolutely not ahead of Icstor
There's a bigger risk in putting together more stuff, goes without saying, right? Harder to give up on something you put a lot of time into, and it's harder to accept feedback, or change things. Hm. Well, it's a risk I'm determined to take. Either Magical Restart is freaking awesome, or it's just ten pounds of crap in a five pound bag. Kind of useless.
Six weeks from now, give or take a smidge, I think I'll be ready. It won't be Icstor's work, but hey, go big or go home, right? It's why I've spent almost half the time on game development so far on sound - effects, music, etc. I want the experience to be immersive, unforgettable - even epic.
We'll see.