The only "conclusion" in my post is the remark, that 7dtd is in EA for an unsually long time. And without doubt is 7dtd in EA for an unusually long time. It's in the top ZERO-point-3 percent. Particularly when we're discussing "industry standards", it's a fun fact that deserves at least an honorable mention, eh.Let's look at the oldest ~10% (433) of that list. Of those, only 50 have more than 1k reviews. Only 13 have more than 10k reviews, 11 of which are net positive:
Project Zomboid 20k
7 Days to Die 77k
Stranded Deep 23k
Shellshock Live 15k
BeamNG.drive 28k
Empyrion - Galactic Survival 15k
The Isle 18k
Squad 33k
Scrap Mechanic 26k
Golf with Your Friends 18k
Factorio 57k
Seems to me that 7DtD sticks out in a remarkably positive way. Funny how the same data can lead to very different conclusions...
Granted, I'm not a statistician so my "results" could be as misleading or as meaningless as yours. It seems to me that really interesting numbers would require asking questions like:
How many EA games released more than a few years ago still receive regular updates? How many former EA games have significant numbers of reviews complaining that the game left EA too early? How does the progress of 7DtD compare to that of other developmentally comparable games that started out in EA?
Unfortunately, you'd need to pay someone to compile the data necessary to answer these questions.
They sure could get a bunch of monies from me with DLC. Additional biomes, prefab packs, weapons (same stats, just different models and sounds), vehicles, more zombies, animals, other NPCs, plants, blocks in general. Game modes. Not sure how big the market is for that, but I wouldn't hesitate for a second.I excpect the game to be pushed to a final version once sales start dropping. Otherwise it makes sense to continue developing new “alpha” versions.
keeping the game in development profits players (new content) and the developers (sales). So why stop it...
Ha ha.Now players (who for the most part have no idea how any of this works =)) make up all kinds of hypotheses on what will happen and why. That doesn't mean it will affect development in any way. =P
Amen to that!People love to toss terms like alpha and beta around and ascribe all kinds of properties to those.
The only definition that (almost) everyone agrees with is that beta is feature complete, alpha is not.
7DTD is not feature complete, ergo alpha.
That some dude on the internet thinks that optimisation is only allowed in "beta" does not mean that TFP are bound by that.
While the definitions have eroded, a game in EA is at least honest about it not being finished (while released games that get patched again and again don't sound really honest). Since you mention Stellaris, wasn't there complaints recently about performance and AI ? And Stellaris released a patch just now to fix some of that ? Wouldn't it be honest then to add the years since release to get the total development time? :anonymous: . ( I'm only half serious, Stellaris has a different development model )This. The whole 'Early Access' craze, combined with crowdfunding and general overuse, has made the terms Alpha, Beta, and Release largely meaningless in the videogame industry since the definition of what is an alpha, what is a beta, and what is released vary from game to game, largely in accordance with whatever that developer happens to think of the terms. As an example, I remember RimWorld going from alpha to beta to release without changing in any significant way (visible to the player at least) beyond gaining more features and becoming more stable. I remember DOTA 2 staying in beta for a few months, changing little, then releasing before it was finished. I've seen Stellaris change more after being released than most alpha games do in their entire development cycle. To a jaded person like me those terms have become basically meaningless, especially when it comes to trying to dismiss complaints. Fact is, the game's been taking money from customers and giving them a product for six years now, which is longer than both RimWorld and Stellaris (DOTA 2 is technically free to play). I'm not gonna say the product is or is not worth it, but I am gonna say that people shouldn't try to use the development process as a shield against criticism when a developer has been selling their game for that long.
These people of yours. They would like that a game will leave EA within a reasonable time. I don't understand what you don't understand about that.While the definitions have eroded, a game in EA is at least honest about it not being finished (while released games that get patched again and again don't sound really honest). Since you mention Stellaris, wasn't there complaints recently about performance and AI ? And Stellaris released a patch just now to fix some of that ? Wouldn't it be honest then to add the years since release to get the total development time? :anonymous: . ( I'm only half serious, Stellaris has a different development model )
Now I don't really understand people who really want a finished game but then ignore the EA label. Or expect some limit to development duration just because some other games have released earlier. Sure, people can expect anything and complain about it, but is that reasonable? Finding 50 non-toxic mushrooms does not make that a law of nature, try to complain about the 51th being toxic.
Why though? Do they think someone is going to wave a magic wand and turn the game into exactly what they want upon release? People’s expectations about what the final polished and optimized version is will likely be disappointed. The reality is it will be like the current version but slightly better. Also, the game releasing means TFP will likely not be adding any major features to the game. The best part about EA games is that they evolve and change substantially during development and provide more replayability than they otherwise would. Keep in mind that a lot of people complaining about performance aren’t comparing 7dtd to other voxel games. Releasing the game won’t change it’s basic nature. It will always perform worse and look worse than most non-voxel games. That’s the trade-off for all of the options you have in a voxel game. Also, people can play their favorite version of 7dtd and not have to worry about the updates if they so choose.These people of yours. They would like that a game will leave EA within a reasonable time. I don't understand what you don't understand about that.
Given there is explicitly no guarantee that EA games will even be completed, expecting or hoping for completion in an arbitrarily "reasonable" timeframe indicates the lack of understanding is theirs. Why endeavour to understand a perspective not based in reality?These people of yours. They would like that a game will leave EA within a reasonable time. I don't understand what you don't understand about that.
LolGiven there is explicitly no guarantee that EA games will even be completed, expecting or hoping for completion in an arbitrarily "reasonable" timeframe indicates the lack of understanding is theirs. Why endeavour to understand a perspective not based in reality?
Granted, it's often necessary for producers to cater to immature or otherwise unreasonable demands from consumers, but it doesn't seem to me TFP are in that unenviable position yet.
No. The salient point is that for those who understand what they're actually buying with an EA game, the development of 7DtD requires no defense:Lol
Now “there’s no guarantee an EA game will get completed” being tossed around as some form of defense of this titles ovbious going to be longer than 8 years dev cycle
just stop - save dignity lol
Source (emphasis mine)When will these games release?
Its up to the developer to determine when they are ready to 'release'. ... You should be aware that some teams will be unable to 'finish' their game. So you should only buy an Early Access game if you are excited about playing it in its current state.
Why though? Do they think someone is going to wave a magic wand and turn the game into exactly what they want upon release? People’s expectations about what the final polished and optimized version is will likely be disappointed. The reality is it will be like the current version but slightly better. Also, the game releasing means TFP will likely not be adding any major features to the game. The best part about EA games is that they evolve and change substantially during development and provide more replayability than they otherwise would. Keep in mind that a lot of people complaining about performance aren’t comparing 7dtd to other voxel games. Releasing the game won’t change it’s basic nature. It will always perform worse and look worse than most non-voxel games. That’s the trade-off for all of the options you have in a voxel game. Also, people can play their favorite version of 7dtd and not have to worry about the updates if they so choose.
Yeah, now that you say it, it really seems silly to wish for a game to leave EA. What was I thinking.Given there is explicitly no guarantee that EA games will even be completed, expecting or hoping for completion in an arbitrarily "reasonable" timeframe indicates the lack of understanding is theirs. Why endeavour to understand a perspective not based in reality?
Granted, it's often necessary for producers to cater to immature or otherwise unreasonable demands from consumers, but it doesn't seem to me TFP are in that unenviable position yet.
You forgot to include one more reason.>snipped for quote brevity<
Changing such a core element of the game this late into development, alpha or not, makes some of us nervous as we might interpret it in a number of ways:
1) The developers don't really have a set vision for what they want the game to be. A vision that isn't well-defined means that the game is prone to changing at any time and will likely never be finished because there's literally no endpoint. You can't call a game finished unless you know what it's supposed to be when it's done.
2) The developers have a strong vision, but no solid outline for how they intend to achieve it. This leads to a perpetual alpha as new systems are designed, tried out, and discarded in a seemingly-endless cycle and ultimately concludes in the game being trapped in Development Purgatory. It's like building a house without blueprints.
3) The developers spent a large amount of time making and balancing a system that was ultimately just a placeholder for a simpler, more easily-designed system. This is a troublesome sign because it's incredibly wasteful and inefficient to design such an intricate, complicated system for something you never intended to be permanent.
>snipped for brevity<
This implies 7 years not being reasonable if that argument is put against 7d2d, right?These people of yours. They would like that a game will leave EA within a reasonable time. I don't understand what you don't understand about that.
Certainly not. The only remotely 'stupid' behaviour here is in how some folks - when confronted with the fact that their wishes don't seem to be influential - try to cast their wishes as being objectively-founded, or otherwise somehow more valid than the wishes of folks who aren't unhappy with development.Yeah, now that you say it, it really seems silly to wish for a game to leave EA. What was I thinking.
mega, those people of yours? They're stupid. I realize that now.
You're absolutely right, Minecraft was a completely Java application which is a memory abuser, I can confirm that as a java developer. 7D2D is a mix of C# and a Unity Engine which does some heavy job. While the languages are really alike, the output and performance would be very different due to usage of Unity for 7D2D which was initially made for game development assuming all heavy load processes, where as Java was never meant to be a game dev language and possess no good Frameworks for such stuff as graphics and etc.They may both be voxel-based, but comparing the two on an appearance/performance scale is inappropriate. The platform-independence of Java applications comes at the cost of significant overhead.
Your perspective comes from your opinion that LBD, itself, was "such a core element of the game". I can tell you that the developers never shared that perspective about LBD itself. What they consider a core element of the game is player progression. LBD was just one possible means to that end. It was always "player progression" listed on the road map and never "learn by doing" other than in proposed documents for how to accomplish player progression. Knowing that it is player progression that is the core element it is more plain that the development has been moving forward experimenting with different designs and implementationsAs one of the more generally critical people, let me try to summarize the position with less name-calling and insults than are typically thrown around.
I believe the fundamental difference here is progress. Are the developers making consistent, steady progress towards finishing the game? I can forgive a long development cycle as long as I'm seeing steady movement forward. So why am I critical when the game is still being routinely and regularly updated (after the long gap during A16)? That's because, not knowing the ultimate goals of the designers, I see a lot of the recent changes and updates as sideways movement rather than forward movement. The biggest example of this was, to point to a dead and well-beaten horse that we don't need to debate in this thread, the removal of LBD and addition of the stats-and-perks system. That was a huge change to the fundamental nature of the game, one that would have to be balanced, rebalanced, and re-rebalanced for a long time, and one that didn't ultimately make any progress towards getting the game any more finished.
Changing such a core element of the game this late into development, alpha or not, makes some of us nervous as we might interpret it in a number of ways:
1) The developers don't really have a set vision for what they want the game to be. A vision that isn't well-defined means that the game is prone to changing at any time and will likely never be finished because there's literally no endpoint. You can't call a game finished unless you know what it's supposed to be when it's done.
2) The developers have a strong vision, but no solid outline for how they intend to achieve it. This leads to a perpetual alpha as new systems are designed, tried out, and discarded in a seemingly-endless cycle and ultimately concludes in the game being trapped in Development Purgatory. It's like building a house without blueprints.
3) The developers spent a large amount of time making and balancing a system that was ultimately just a placeholder for a simpler, more easily-designed system. This is a troublesome sign because it's incredibly wasteful and inefficient to design such an intricate, complicated system for something you never intended to be permanent.
My personal opinion tends to sit with #2. I think the developers know what kind of game they want to make, but either aren't sure how to get there or had a collective change in design philosophy in the year-long gap between A16.3 and A17. I see a lot of new ideas being tried - the scent system of earlier alphas, the removal of LBD for skills and perks, the shift from wandering zombies to sleepers, the infamous homing architect zombie AI of A17, the segregation of playstyles, the addition, removal, and re-addition of schematics, the Behemoth and Demolishers, the dungeonization of POIs. All this speaks to me of a dev team that really cares about their game and has a solid idea what they want from it in a broad sense, but doesn't have a straight path from the current build to the final build. Whether that be because the path was never straight or because the final target moved, I can't say. That said, I think if a change did occur it happened during the gap between A16.3 and A17, since the dev team has made steady if staggered progress in a specific direction since the rocky launch of A17.