- Jun 24, 2017
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Well, I think is quite simple. Some new content is released. You start discussing about it. After a while, you talk about what the future might bring based on current events. When you are done with that, for a while, you might speak about "what ifs". By the time you finish this subject, let's say 2-3 months later, you kinda expect the next update. When that doesn't come you start wondering what is happening.But I personally don't understand the flak that Eva is getting.
It's summer, people need some time off. OK. It was a bad week. OK. I am struggling a bit with this part of the story, it will take me longer to write it. OK. I want to do an overhaul of the game so I can push things towards a
steam release. Understandable. I am not happy with this part of the story, I want to change it. Okkk....
At a certain point that "ok" becomes frustration. You were invested in the story, you wanted to find out what happened next, but you don't get to see that anymore. You start wondering why and here is where you go on:
- route A: You embrace the word "complex"; there are so many choices, the art looks so good the dev should take as long as it needs (which in my opinion it's an unhealthy way of developing a game, but more on that later)
- route B: You try to find problems that caused the delay and express your option about them, with or without offering possible solutions
- route C: You pay more attention to what the developer says. Does the developer communicates less than before ? (the weekly updates are no longer weekly) Is there a pattern in the messages ? (I am doing my best. Is the best scene to date. Things are going strong. It's not what I wanted. etc.)
- route C.1: The dev is not the same as it used to, I don't like it, but I still trust that there is no ill intent hidden behind it.
- route C.2: The dev is not the same as it used to, I don't like it and I think it's intentional. "Work smarter not harder" "Win more do less"
- route D: something else
So what is important from all this. People think differently and it would be so nice if they would try to understand each others point of views more instead of using 1st grade arguments.
The problem is that it is not only this one. The releases were not consistent after chapter 6, ~1.7 years ago. Let me go back to the deadline subject. Deadlines are important. If you don't achieved what you wanted, as soon as you do, you need to look into "why?" and into "what can I do to improve this in the future?". Of course, maybe there are situations where nothing could have been done differently. But most of the time you will find something. For example: it took me 2 extra months to develop Chapter 9 compared with Chapter 8. Why?That can't be denied that she has been slower than usual with this one but there are always bad periods for artistic creators.
- It was summer, I needed a break from work. Could this have been avoided? No
- I had 3 extra scenes to develop. Could this have been avoided? Yes. What can I do better in the future? I will keep the number of scenes constant. In order for me to achieve a release window of 2 months, I need to have only 6 scenes per chapter. If the team will get bigger I will try again with 8 and see what happens.
...
Another important thing is to know when something is good enough. Don't try to draw the perfect art, to write the perfect story or develop the perfect game. You'll never be able to achieve that. A deadline will force you to move on faster, while the "take as long as you need" attitude will not.
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