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How long can you go without an update?
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simo66
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How long can you go without an update?

As a PM to be i was wondering often it is appropriate to update. I can understand why it would be very difficult to balance. Too long and people get bored or think that the game is dead, too short and some players can't keep up or the game ends too quickly. Any thoughts?

PostPosted: Thu Jan 20, 2005 6:39 pm
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bill
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Joined: 25 Sep 2002
Posts: 614
Location: Tampa

Exactly. Smile
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PostPosted: Thu Jan 20, 2005 7:53 pm
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Dorkmaster
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Joined: 27 Jul 2004
Posts: 1328
Location: The People's Republic of Dork

I really think the game itself dictates the pace. I mean, if you;ve got murders happening left and right, well, you probably don't want to wait two weeks for an update. However, if you're just into launch (or prelaunch yawn!), I see no reason why you can't get people into the game slowly so that you have maximum exposure...

I have absolutely no PM experience, but I think the players are where you're going to get your best input here anyway!
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PostPosted: Thu Jan 20, 2005 7:56 pm
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
Posts: 2716
Location: State of Denial

Re: How long can you go without an update?

simo66 wrote:
As a PM to be i was wondering often it is appropriate to update. I can understand why it would be very difficult to balance. Too long and people get bored or think that the game is dead, too short and some players can't keep up or the game ends too quickly. Any thoughts?



Some games had an update once a week (ex: AI-the Beast) others updated 2 times a week (ILB-HALO2) some updated once a day (Chasing the Wish) - it depends on how often you want, what resources you have to draw on. Personally speaking, I'd say that a lag of more than one week would probably lose interest for a good many, but if your game was interesting enough, or if you have a lot of content in each update you should be able to keep a lot of players. Acheron had a hiatus in the game, but we waited for the resumption of the game because it was interesting.

Just remember to keep the lines of communication open with your players. Once you establish a stable update time (be it once a week or every two weeks, or more frequently) as long as you have some content going out at that time frame you should be able to keep your players interested and checking in.
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PostPosted: Sat Jan 22, 2005 5:28 pm
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QBKooky
Decorated


Joined: 24 Jul 2004
Posts: 281

Re: How long can you go without an update?

Magesteff wrote:
Once you establish a stable update time (be it once a week or every two weeks, or more frequently) as long as you have some content going out at that time frame you should be able to keep your players interested and checking in.
I agree.

I think the biggest danger is in trying to spoon-feed your players updates, because it's really just going to discourage them. And by spoon-feeding updates, I mean... update, run to the boards, wait for someone to notice the update, wait until discussion on it dies down again, rinse, repeat. This is not good style and will just make people get sick of your game Razz plus you'll go crazy.

I'd say do what's right and realistic for you, and try to keep it within the reasonable limits of reality. Smile
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PostPosted: Sat Jan 22, 2005 9:07 pm
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orphaen
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Joined: 09 Jan 2005
Posts: 142
Location: southern Louisiana

Well, as a PM myself, I ha-OMG it's YOU! Razz
Just kidding, I had to do that, you know I had to. Very Happy
(simo's on my team for those confused by that little message)
( and I do have an tentative update schedule in my notebook that changes with each idea we settle on )
(I'm a good Head PM, I swear. Wink)
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PostPosted: Sun Jan 23, 2005 11:53 am
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Alzheimers
Unfettered

Joined: 02 Aug 2004
Posts: 339

My philosophy during StrangeDreams was:

Update every day. Update twice a day, if possible.

Even if it wasn't something important, keep the players interested. For example, even if nothing was happening I wrote something for Josh's blog just about every day. I'd drop a couple hints about puzzles the players might be having trouble with, I'd leave a bit of foreshadowing, and I'd use the rest to help build character. It's amazing how far a few sentences a day can go to make your actors seem more realistic and believeable.

It might seem like a lot of work, but performing for the audience is the most important duty a PM can have. Keep the world alive, even during downtime. You may lose a couple casual players who don't check for updates every day, but I think it's more important to reward the fans who do keep in touch.

Ask any of the players who received 2-3 responses to their emails a day, and they'll tell you it was the most satisfying experiences they've ever had in an ARG. A big part of being a PM is the interaction, and it starts with dedicating some time each day to make sure your world doesn't stop between major plot elements.
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PostPosted: Mon Jan 24, 2005 3:58 pm
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