Acceso temprano “corre un gran riesgo,” dice el desarrollador de constructores de ciudades en solitario: “hay expectativas, y será mejor que cumplas con las expectativas”



The solo indie developer behind city builder Bulwark Evolution: Falconeer Chronicles has been discussing the pros and cons of releasing a game in early access, and he believes it “corre un gran riesgo,” especially for smaller developers.

Mes pasado, Tomas Sala released an update for his city builder that was so big, he changed the game’s name, despite it being just six months from its initial, full launch. En el momento, he said in a statement thatit’d be a disasterfor him to run an early access campaign, which I was curious to ask him about in a recent interview.

Sala explains that going into early access means you’re facingas rigid a development as you [can] get.He says: “You know, you made some promises, and then you have to deliver on those exact promises. Si no lo haces, people feel let down because they already paid money.

Continuing, Sala notes thatif you do [acceso temprano], it’s fantastic” since it comes with advantages likegreat feedback,” but ultimately, it’s still risky. “If you’re really small and you’re not, ya sabes, thriving on your community in a proper sense, then it becomes a stranglehold.He points to indies that have been criticized fornot being able to deliver on the hype, or taking too longas examples of this. “When you sign up for a format, there are expectations, y será mejor que cumplas con las expectativas,” he adds.

Sala tells GamesRadar+ he thinks game development works better for him without the structure that’d be enforced by early access. Tal y como está, he feels freer to release new updates, and takea month of just fucking around” a “make this cool thing,” and his community is supportive of that. Eso “authentic relationshipwith the community is important, Sala says – so much so that he thinks it’s the one thing indies have that giant corporations can’t deliver.

Sala reckons devs should have more room for failure because “tu primer juego siempre falla” y “their 10th game might be the next AAA studio.