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I think the early access model lends itself better to some kinds of games than others.

Survival games, such as RUST, lend themselves quite naturally to early access because it's more straightforward to create a 'complete-feeling' and compelling demonstration of the core concept, and then to expand that with further content and further systems.

In something like Miegekure or the Witness a lot of the 'work' being done isn't in content creation or additional systems, but with work to the engine and other underlying tech that permeates all areas of the game.

Also, a survival game or a rogue-lite game has a lot of replayability that only gets more replayable as more content and options for a single playthrough are added. A puzzle game, or a game that is very narrative intensive, has a lot of the appeal being in the first run of the game. As such, if you experience a puzzle or an encounter when the game is only in the early stages of development then a lot of the intended impact of that content is lost, never to be recovered.




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