@Kent_Lang.
I respectfully disagree. You state '..people are more upset over the fact that features arn't working than the fact that you got a whole lot of features and content...'
let me respond by saying this, features that dont work, arnt features.
You also say '..Paradox did a brave thing... ... this is a major update.... ... changes the game from its core...... Alot of devs wouldnt have the balls to even try something like this...'
A lot of devs would actually make sure the product works when they release it. Major changes need to factor in not just the dev time, but QA and Marketing, as well as the dev time needed to rectify major problems BEFORE THEY LEAVE ON HOLIDAY. That last bit is about timing and it is every bit as important as QA, Marketing and initial dev time.
Want to see a solution to this? cause i have one. Split major changes from DLC and content updates. Major changes need to happen when there is time for the mistakes made to be fixed (eveyrone makes mistakes). See, the thing is, the customer shouldnt bare the costs of miss-management of the dev team and the companies time.
EDIT:
The team initiates a new concept.
Management says yes or no.
Marketing happens, vague release date advertised.
The dev team makes it.
QA happens, internally or externally or both.
Dev fixes problems.
Release date finalised.
Product shipped.
Devs eagerly await feedback and prepare for general fixes (but because of proper dev cycle problems are minimised)
Hotfixes are upped.
Customers are happy with their experience and flood positive reviews of the product, compare other games to this one asking 'why cant you be more like PDX?'
Team breaks to spend some hard earned cash and spend time with their families.
During said time off, ideas are formed, community-collective brain is milked for new ideas.
Team mets back, throws ideas on table and starts to analise community ideas.
New product enters above cycle.
Do you see the problem when i change around what happens?
The team initiates a new concept.
Management says yes or no.
Marketing happens, release date advertised.
The dev team makes it.
Product shipped.
Customers are very unhappy. <-------
Hotfixes are upped.
Customers are still unhappy. <-------
Dev fixes some problems.
Customers are still unhappy. <-------
Team breaks to spend some hard earned cash and spend time with their families.
Customers are still unhappy. <-------
Dev fixes most remaining problems.
Customers are mostly happpy / resigned to fate. <-------
New product enters above cycle.
I would change it to this:
EDIT:
The team initiates a new concept.
Management says yes or no.
Marketing happens, vague release date advertised.
The dev team makes it.
QA happens, internally or externally or both.
Dev fixes problems.
Release date finalised.
Product shipped.
Devs eagerly await feedback and prepare for general fixes (but because of proper dev cycle problems are minimised)
Customers thrive on new content. A few minor bugs come out.
Hotfixes are upped.
Customers are happy with their experience and flood positive reviews of the product, compare other games to this one asking 'why cant you be more like PDX?'
Customers go back and buy all the DLCs they're missing because the base game is fun and works well, so they figure the new content will be interesting, functional and worth their money.
Team breaks to spend some hard earned cash and spend time with their families.
During said time off, ideas are formed, community-collective brain is milked for new ideas.
Team meets back, throws ideas on table and starts to analyse community ideas.
New product enters above cycle.
Do you see the problem when i change around what happens?
The team initiates a new concept.
Management says yes or no.
Marketing happens, release date advertised.
The dev team makes it.
Product shipped.
Customers thrive on new content, but quickly become unhappy when they encounter bugs that taint their experience. <-------
Hotfixes are upped.
Customers are still unhappy. <-------
Dev fixes some problems.
Customers despair. <-------
Team breaks to spend some hard earned cash and spend time with their families.
Customers aren't playing anymore. They're back to playing Endless Space 2 now. <-------
Dev fixes most remaining problems. The game gets functional AI and late game performance problems are improved. The game becomes polished.
Customers don't experience the polished product. They only remember that Stellaris is buggy as heck. But they comfort themselves that at least they didn't waste any money on the DLCs... <-------
New product enters above cycle.
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