Erik Rutins -> "Pre-release psychology" (3/24/2010 5:27:55 PM)
|
Hi everyone, I wanted to chime in on a few points here, because I've seen how pre-release periods can be and I know that sitting on the outside looking in, it's easy for both positive and negative observations to get blown out of proportion. I think the most important thing to keep in mind is that the product launch does not represent the end of development. It is rather another kind of beginning. For months we've been testing and discussing among ourselves, now you all get to play and give us your feedback too! The game is stable and bug-free as far as we can tell, but there are only a few of us and many of you, so without a doubt bugs will be found _and_ fixed. Some will be specific to certain methods of play, others specific to certain systems or software configurations that we could not test. Either way, we'll listen, investigate and fix. We think the design works well and that the game is great, but this is also the first release and there's plenty of room for it to grow and improve. Design choices will come up against many different playstyles and some will no doubt be reconsidered and adjustments made. We (Matrix and CodeForce) have been working together on Distant Worlds for quite a while, I believe it's over two years now, and we're very excited with the results. We are committed to supporting this release with updates and, with any luck, expanding on it with future releases. So when you start playing Distant Worlds and consider whether or not we want to hear from you or will consider your feedback, realize that we also look at this as a beginning rather than the end. Regards, - Erik
|
|
|
|