lundi 16 juin 2014

Ways to make Early Access more interesting?

As we all know, Early Access means that a game's not done. The usual hoop-la of "bear with us, unfinished, ermahgerd", etc.



That's all fine and within reason. But I must confess I've only had experience with one Early Access title on Steam. And that's DayZ.



I'm really enjoying it but ever since Bohemia Interactive doubled in staff size and had to train all the new recruits, development on the game has become unbearably slow.



Now, I'm confident that this won't be the exact case with KF2 Early Access, BUT seeing as how Early Access doesn't translate to "ready overnight" I was wondering what could be done to make this waiting period more enjoyable?



Feel free to toss around any ideas. These are just off the top of my head:



-KF2 ARG

This was mentioned elsewhere on the forums (Alan Wilson interview @ E3, would be nice to see how the community works together to crack what TWI dishes out)



-Don't make all perks available at (Early Access) launch

This may not be for everyone but I wouldn't mind being able to really settle in and get familiar just some of the perks (i.e. 3-4 at a time) to learn their ins and outs, ESPECIALLY if stats are subject to being wiped over the course of the Early Access.



-Don't make all maps readily available at (Early Access) launch

Same as perks, assuming TWI has several maps (or just a few really large ones), break them up and push them out once every 1-2 months. It would almost feel like a holiday event every few weeks! (to me at least)





I'm curious to know what you guys would think are suitable liberties TWI can take during the Early Access that A) would help pass the time and B) would never be considered when the game goes gold.




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