Launch Day: The Emotional Cost Of Releasing a Game

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In this 2021 Independent Games Summit session, Starcolt’s Lucy Morris explores the difficulty of releasing a game emotionally, the feedback and constructive criticisms that surround our development cycles, how we can improve those to work towards smoother releases, and how to manage the tough post-launch trough of cyclical negativity. We'll also touch on the expectations put on developers around release, how realistic those are, and how to keep you and your team protected during that phase of your development cycle.

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Really happy as a game dev just entering the industry that these issues are being addressed and talked about.

Every studio is different, but I’m confident that industry standards can be reformed through good and effective practices that are way more consistent and healthy than crunch and exceptionally tight expectations and production timelines

GlazednConfused
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Thank you for this. I'm launching a game this week and as well as the practical advice, it's just nice to know that I'm not alone in finding all these things emotionally challenging!

JJC
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Good luck to all the indie devs out there. It is really tough!

FlatThumb
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From the a players perspective: If there is a bad review and the issue has since been patched, do a developer response (possible at least on steam, not sure on other platforms). I read these, and I doubt I am alone in that.

I generally check bad reviews to see if its people just being stupid, or if its simply not the type of game they like but might be fun for me.

euchale
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I started a project around November 2020 when covid came along the schools closed down and I was home schooling the kids as well working on it 😂. Still haven't released it yet so this is a helpful talk! 😅.

RewdanSprites
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8:42 a work of art is never complete only abandoned etc

StarContract
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Honestly, not a huge fan of this talk. Stating the very obvious, too much talk about personal problems with no explanation as to how to solve them. Yes, things get delayed, you've decided to take a risk yet emphasize repetitively on the extra work you might have to do. I'd strongly suggest self-employed or studio owners to instead focus on product.

A 1.5 year production cycle is extremely short even taking into consideration of delays in this GDC talk. If you're not prepared to work 12 hours a day on your own game, you probably shouldn't be working on a game at all - apply for a 9-5 at a studio that is slower paced, where you have less accountability.

tzj
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What about the emotional cost of unfulfilled promise?
What about the monetary cost of unfinished game?
Ofcourse, questions not directed at you maam but at the larger gaming industry?

sahilrwt