You want to play that new, upcoming game? Chances are you've already seen a majority of it through images and postings of every aspect of gameplay, where companies are hoping to generate enough interest, that come release day they'll make enough of a profit to survive the coming months. That is if they manage the barrage of reviewers, YouTubers, and disgruntle consumers willing to post anything negative about the game. You most likely know the story, theme, all power ups and abilities before you even have a controller in your hands. Sure, there is an endless supply of reasons for why games are being showcased before they're released, but I can say for certain about one thing...
I ABSOLUTELY HATE IT AND THE PROCESS THAT IT HAS BECOME!
Don't get me wrong, I understand that people want to make money. So posting the game and being the FIRST to do so draws people to view your page, blogs and videos and can make you and the product popular. But at what cost? It can ruin the experience of the game before you've even had a chance to play it for EVERYONE that happens across it. Today, there's are millions of people that simply enjoy watching other people play games, so it's not unlikely that the entire play through is available to watch on someone's channel. Reviews by a few individuals and negative feedback by consumers can damage a good product before it's even had a chance to be fairly experienced, and since everyone's tastes in games are different, you will ALWAYS get those who don't like your game and will post something about it. While I could talk about this forever, being a developer really makes me not like the way things have changed over the years... and not like how people can have so much of a negative impact on the gaming industry, mostly because I feel like people don't understand how much work and money goes into making games and how easy it is to damage a company's reputation when thoughtless remarks about them or their games are made.
When people used to play NES games, you'd rent or buy a game for $55 bucks hoping you'd enjoy the time you'd spend with it. You experienced it without someone else's views tainting your experience (unless you subscribed to Nintendo Power), and enjoyed it for what it was. These days, the endless ceiling of expectation is enormous and not all developers can be the next best AAA title, and certainly not have the money, manpower or even necessarily the skill or ability to get the best artists to make their game.
The gaming community is a hard place to be these days.
It's been March of 2016 since Panda was released for the Nintendo 3DS, and I gotta say it feels damn good to be working on another project that I feel passionate about.
The process of working on our 1st title was stressful in many ways because we were learning not only about the process of making the game, but in how to network, how to work with close friends and co-workers and how to market oneself as a legitimate presence in the gaming community. Something I would stress the importance of is choosing wisely with who you decide to partner and work with because it can lessen the quality of your game, and it can make your life quite difficult if you can't manage to share the weight evenly among everyone involved.
Although their process for developers has changed and been updated a great deal since the release of our game, learning how to publish for Nintendo was another nightmare I don't care to relive, which has lead me to believe it's better to publish on another platform. Dealing with the foreign aspect of simply creating the required Nintendo eManual has taught me that Japan relies on old information and processes in order to make their games. I can understand why the industry considers them falling behind the rest of the world in terms of game development.
Kickstarter brought along it's own problems, especially when it came to time management. Having to change focus from game development to simply create posters, tee-shirts and other rewards only served to slow the process down. Although I suppose now that I've had years to reflect... I'd probably consider it again, but would definitely refine the process and build up to the actual "release" on Kickstarter allowing people to be aware of the project before hand.
That's my rant for today. Just needed to throw this out into the void.