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Really good info. I'd love (and even prefer) to release my game today so I can get feedback earlier. But in its current state (shitty graphics, no tutorial, 50% of the intended features implemented) I'm lost as to if that would be good or bad. Common sense dictates the best way is the "big launch" you're talking about.

I think I can make a good/great game eventually given a long enough time with many feedback cycles, but I'm not sure if the user base for games ever grow that way. It seems that you get your one chance to be amazing from the start or you wasted all your time.

My plan is to get to a point where I can have people in coffee shops try it before I make it public or have a very tiny private beta eventually. But I wish there was a way I could get feedback sooner from more than friends and family.




Minecraft was publicly released as an early alpha in 2009, and there was not a full release until 2011. Thisstands as an example proving that a clearly unfinished game can be released and iterated into a much better game than the developer could have created in isolation.

The trick was that the state was described honestly. It was offered cheaply. Upgrades were always free, but the next version always cost more. This set expectations properly.

If Notch can do it, and you want to, maybe you should try it.


Do you happen to know if he charged from the get-go?


When I heard about it he was charging on a known sliding scale. I don't know about the start, but I suspect it came fast.




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