KS Update #26 was an interesting an honest update IMO. Great to hear the truth rather than just ‘good stuff’ - Exactly the sort of updates I want to hear personally. I hope (and believe) that the audience of this game is mature enough to take it. Unfortunately there will always be some that don’t and moan (look at Star Citizen’s recent delay of AC; only a few days over and the forums exploded with whiners…), but hopefully the majority of us aren’t that way inclined. Anyway, on to my point:
My take on the matter of the extra content/ideas for which there is currently no time or money to implement is to keep them organized into groups on a database with certain values added to each, such as:
- Perceived value to the player (big or small addition; how ‘fun’ is it? etc.).
- Time to create (in terms of artists/programers/designers + time to prototype).
- Dependencies and implications on other game mechanics (+ ‘synergises well with’).
- Category/Group and sub-category (mini-game, visuals/immersion only, overarching game mechanic etc.)
(I’m sure there are plenty of others too, just some quick examples)
This will then create a substantial and informative list which can easily be sorted and ranked. It may be that some of the ‘top’ items are deemed ‘so damn cool’ as to justify the time to implement, alternatively they may not be worth it when viewed against the big picture. The majority will probably fall in between; into the space of ‘we’d love to, but just don’t have the resources.’
These items could then possibly make it into a DLC, or be shunted into the next Act (in many cases becoming retroactive in the first). The important thing is that they’re all there to see, can easily be considered and ‘weighted’ in a ‘resources to impact’ ratio.
Another thing that’s extremely important is to not make any decisions in regards to the implementations of confirmed features/mechanics which would actually stop a good idea from being made possible in future. There are many examples of this type of thing, but just for e.g. let’s say the tiered clothing system (which I know we’re getting). It would be far harder to implement ‘down the road’ if the characters and outfits had been created a different way (massive amounts of re-working of assets, to the extent that it would very likely be completely unfeasible budget-wise had it not been designed this way from the beginning). Same will go for attachments, customisation and whatnot and any number of other things.
All I’m saying really is that future possible plans should be borne in mind when creating work, in particular systems and the technicalities of the way things are setup. For a task which takes one month, two extra days for creating the systems in a slightly different (more flexible) way might well be worth it in the long run. If nothing else it’s at least good to be making properly informed decisions; “We can do it like this and for now it’ll look the same as if we do it the other way, but going forward you can completely forget about implementing ‘inset feature name here’ and that also means ‘inset feature name here’ would be out too.”
Anyway - Just some thoughts.
Keep up the great work guys. Looking forward to future updates!