Will Turnboll - Clay Entertainment - created Don´t Starve



Tyler Sigmund - Red Hook Studios - created Darkest Dungeon



Arthur Bruno - Crate Entertainment - created Grim Dawn



Russ Clark - Payload Studios - created TerraTech



Tynan Sylvester - Ludeon Studios - created RimWorld















This was the first Question they received on what they wish they knew before going into Early Access:





Response Tyler from Darkest Dungeon :



( Summery) - We thought all who purchase into Early Access would understand and be open to changes we might make during a development and that they understand that this is a changing process -



but we had to deal with huge resistance to changes during development making it a huge community management challenge





Response from Arthur from Grim Dawn:



(Summery) - We did expect and prepared for a more poished Early Access release that had a Game that should be already fun but we did get a hard time with the expectation of the Gamers in regards to releasing new content. We did take 3 to 6 month to release new Content for the Game and the Gamers would burn through them in 1 day within 10 hours. So we would maybe do sort of a pre-development of content prior to Release.

Response from Russ Clark - TerraTech



( Summary): Almost same experience like Tyler from Darkest Dungeon - We went in very, very early in Development into Early Access - well we had to - we did need the money.

We also received significant negative feedback from balance changes that we needed to do during development and it was a reoccurring theme.

But another thing we had not really been prepared for, and i would have loved knowing in advance, is some of the deep-seated feelings in the player community about certain specific issues.

For example we launched with a DLC in the GAme.



Response from Tynan Sylvester



He says that the others did give the examples of the Dark Side of Early Access for the first Question but he points out the opposite side of the huge value you get from the Community from volunteering to translate to testing to creating mods and suggestion and you could never do that alone and so on.



P.S: I loved him saying how he sorts out Feedback and the challenges and ability you need to differ from Feedback of Players who are maybe close to you or just loud and the ability to find the ones that come from many and feedback that comes again and again. So responding to the right feedback .







And i did love also a Response from Tyler about looking at negative Feedback:



Sometimes if someone is negative about a Feature of a Game it might even mean - As designed.

Your Game is not for everyone. So a negative Feedback can proof you are within your vision.

He says that the others did give the examples of the Dark Side of Early Access for the first Question but he points out the opposite side of the huge value you get from the Community from volunteering to translate to testing to creating mods and suggestion and you could never do that alone and so on.P.S: I loved him saying how he sorts out Feedback and the challenges and ability you need to differ from Feedback of Players who are maybe close to you or just loud and the ability to find the ones that come from many and feedback that comes again and again. So responding to the right feedback .And i did love also a Response from Tyler about looking at negative Feedback:Sometimes if someone is negative about a Feature of a Game it might even mean - As designed.Your Game is not for everyone. So a negative Feedback can proof you are within your vision.

Well to move on - Watch it ! - only 1 hour!



Very interesting - for both you Developers of Portalarium and you Community Members.





Kind regards



Myrcello











