Steve Swink’s spaceship is better than Kyle’s
The Farbs Cave is abuzz with excitement. I’m playtesting my current game, which means it’s nearly finished. Every day I post a new version to nice people who play it and send me feedback. I sort this into tasks, future tasks, and obscenities, and set to work implementing everything in the first pile. By the end of the day the game is ~10% better. The next day I wake up, turn on my computer, and run the whole cycle again. At this stage in the process every change has a huge impact, and seeing my game improve this quickly is incredibly motivating. It’s easily the most exciting part of game development. My only sadness come from knowing it must end. I must cut the apron strings, steel my gaze, send this puppy off to market and plant a new cucumber. Or must I? Perhaps I could CAPTAIN this feedback loop… FOREVER.
You see, the underpant-gnome chart for game development usually looks like this:
1) Make game
2) Sell game
But what if I tried this?
1) Make game indefinitely
2) Sell subscriptions to indefinitely developed game
If I charged a subscription to play my complete but constantly improving game, my game would improve constantly and I would earn money through subscriptions. What’s more, I’d stay in the fast paced go-getting world of the feedback loop. I’m not yet sure about this plan, but it’s very tempting. Should I try it?