I'm weighing in a bit late on this conversation, but I've generally had a
positive experience with open public testing. There are a few things I'm
worried about though. For one, as your application gets better, you start
competing with your final product. I'm also a little worried about people
burning out on the game before it's even released, but I think I can
circumvent that by adding a heap of new content for the final release.
Another problem is early conversations mention a lot about the instability.
That's normal in young applications but it might throw some people off.

As for the benefits, there were a lot of those too. It has built a great
community which you wouldn't have had if you had a surprise release. Once
everyone knows a new version is imminent, there is a lot of excitement too.

I started public testing extremely early because I really wasn't sure how to
proceed with the interface. Walking around a random dungeon had to have
special consideration. Plus all the important decisions about SAPI and
others were up in the air. Now I have a much better idea and I think the
next project will benefit a lot from that.

>From a game sales standpoint, I don't know if public or private testing is
better yet though.

Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
All messages are archived and can be searched and read at
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.

Reply via email to