View Full Version : Why do the devs work in the dark?
dead.pixel
14th May 2010, 08:27 PM
I was curious why you guys choose to work in the shadows, so-to-speak.
With MODs being "for the community, by the community" it seems as though you are treating the development similar to a commercial game?
I don't know if you guys do, but there are mods out there contracting people with NDAs and the like...as though there is investor money on the line.
So I was wondering if you could shed some light on this concept. (if that even is the case)
SteveUK
14th May 2010, 11:10 PM
It really isn't the case here, we do our monthly updates so I don't see the issue?
dead.pixel
14th May 2010, 11:21 PM
Oh just to be clear, I don't really have an issue. I know you guys do have the monthly updates, which do give more than most mods. But I am more thinking of, why do you you guys stay in development so long? What about the "release early and often" model that many successful mods have used in the past (including DoD)?
I assume these reasons pertain to your preference of getting as close to a perfect specimen as possible for first release. How do you manage to keep moral up? I find lack of moral seems to be a very common and defining factor for failed mods...
Just curious really :).
Have you guys thought of having dev. blogs of some sort? Allow the developers to make minor posts pertaining to their roles and current tasks. At the minimum it could boost interest and traffic for the mod.
Ginger Lord
16th May 2010, 01:18 PM
It's not so much as we're working in the dark, more that we're not concentrating a huge amount of time to publicising.
As for the release early release often model, unfortunately that doesn't apply anywhere near as much these days. The demographic has changed and people expect free mods to be as higher quality as commerical games, look at all the released SourceMods out there at the moment. Those that have had success (and none are anywhere near as popular as the successful HL1 mods) are all top quality mods with quality visuals.
The developers have the option to do dev blog/posts but so far no ones taken it up but thats more a reflection on our lives. The core team is probably no more then 4-5 people working at one time, for a few hours a week. I've just started a job at Crytek UK and for the last two weeks have only had access via a naff laptop with intermittent mobile signal. Others are finishing their Degree's.
dead.pixel
16th May 2010, 04:30 PM
Ah, well that makes sense.
I figured that it is about the public's "demands" for commercial quality, everyone's a critic. Though, for what it's worth, I honestly think it looks like you have a solid game already based on the last few news vids.
Also, I submitted an app (which was a mess, I will admit) to pitch in if you need my services (graphic design). Anything to help you guys out.
PS~ Congrats on Crytek!
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