Original Post
Quite a number of indie and/or open source game projects benefit greatly from publicity and formation of a following previous to their actual, final, release. This is especially the case for open source projects that rely on the generation of a community of followers from which to draw developers. Many of these projects begin releasing versions as soon as they have something that's barely playable. However, with the growing popularity of indie/open source online games featuring persistence, I've been trying to think if it's possible for this same approach to be applied to this style of project. Is it possible to garner interest by releasing these super-early alpha versions if your game is to feature a persistent world?
Just to make things concrete, I'll point out one of the obvious problem with persistent worlds. If you make a dumb alpha-release decision, or have an exploit enabled in an early alpha version, the effects of this stick around. The problem comes up with fixing the blunder, which involves effectively resetting things.
A few routes I can think of to deal with persistence in projects of this style:
1) Before final releases, be forward about the fact that players will see a full reset every x days [say, once a month]. This gives an opportunity for developers to cleanly break from early bad decisions, while not making it seem like your robbing your community..
2) Each major revision sees a new world instance start, with a specific future end-of-life of the now deprecated world. This gives the community more of chance to migrate, but may put a fair bit of extra burden on developers having to keep old stuff running until it's end of life.
What is your opinion? Is this sort of development pattern reasonable for persistent online games?
Just to make things concrete, I'll point out one of the obvious problem with persistent worlds. If you make a dumb alpha-release decision, or have an exploit enabled in an early alpha version, the effects of this stick around. The problem comes up with fixing the blunder, which involves effectively resetting things.
A few routes I can think of to deal with persistence in projects of this style:
1) Before final releases, be forward about the fact that players will see a full reset every x days [say, once a month]. This gives an opportunity for developers to cleanly break from early bad decisions, while not making it seem like your robbing your community..
2) Each major revision sees a new world instance start, with a specific future end-of-life of the now deprecated world. This gives the community more of chance to migrate, but may put a fair bit of extra burden on developers having to keep old stuff running until it's end of life.
What is your opinion? Is this sort of development pattern reasonable for persistent online games?