Even rainspire could get its own release tbh
I agree
Correct!
in fact, most of these individual features could easily just be released individually, except maybe the magius minigame and quartermaster quest, they could merge with something else
Even if these updates only add like an hour of new content at most, it wont feel like a waste of time because they will be releasing fast, unlike the usual larger updates that take months or over a year
Some of these could be bundled together, some[1] DO need to be put together.
Regardless of bundling, I do agree, this would grant Arcane Odyssey a constant stream of content for relatively low amounts of work.
Magius Minigame & Quartermaster Quest, Ghost Ships & Archipelagos ↩︎
It’s like there’s a reason most games do that while doing major updates in the back
Smaller, yet frequent updates
Pros
- More content to explore over a shorter timeframe.[1]
- You don’t have to wait multiple months for new content.
- Said content doesn’t break as easily, as you are not creating large systems, only smaller ones.
- If issues do persist into live[2], then they are easier to fix, as the developers will have a clearer understanding on what they worked on.
- Players won’t have to “relearn”[3] the game each time a small update comes out.
- With the “relearning” out of the picture, technically, each smaller update becomes a progression point, as the player remembers the short timeframe before the update, and hence knows where to pick off from.
Cons
- Small amounts of content.
- Work diverted away from major[4] updates.
- Lack of proper marketing boost, not many players will come back to a relatively small update.
The scenarios to where Major less-frequent Updates are better, would certainly be early access, as it’ll show what the game is capable of, rather than drip-feeding the potentional.
This can not be the case any longer, as said, the game has released into Full Release, and hence lost the privilege.
Overall, smaller content updates at a higher frequency should be the way to go, as the marketing boost I mentioned in Cons is slowly dissipating, as seen by the massive drop since Full Release came out.
The next update is significantly closer, so once the player is done exploring, they’ll have to wait a small period of time. ↩︎
Live, meaning in the main-game as opposed to testing realm. ↩︎
With large updates, not only will you have spent significantly more time not playing the game, but you have to relearn the new systems from scratch with said rusty knowledge. ↩︎
Actually meaningful updates, e.g. story updates ↩︎
I don’t agree with this one solely cause it all ready happens just within the update it self
Poor planning causes work diversion, often seen by Arcane Odyssey’s developers being rather slow[1] with their tasks.
WHAT’S 18 MORE YEARS?! ↩︎
I nearly had forgotten to provide a source; Me!
I know it may seem egotistical to deem myself as the source, but I do believe I can do that, due to my 10-11 years of development within Roblox Studio.
I have less control over large projects with a lot of changes, as I’d have to document everything, to hence due to human error, things go through the cracks and break. This has lead to issues where I scoured for hours trying to find the issue despite it being right under my nose.
With smaller updates, I doubt I’d need a checklist on what I’ve done, it’d be handy, but at least I’d know where I am currently at. I’ve specifically used this with my Khaelis' Arcane Shenanigans topic, where I often go in ticks of releases rather than a full-blown playable state.
It may go against what I said in the post above;
But it’s a mere recommendation, and due to my solo-work, the method I am running tends to be better for my liking.
I would follow this philosophy if I eventually have the chance to work on World of Magic, but that’s a desire too far to dream about.
this., alongside the positive points others here have mentioned,
a majority amount of bugs that come from full release are because of the long time it took for full release to transfer into the maingame causing many of those bugs being unforeseen in TU because unlike maingame, TU was constantly being updated so if maingame went this update path we wouldnt have such gamebreaking bugs that were left unseen due to the time disparity of maingame and TU.
And yet he keeps doing this.. for the sake of building hype which is worthless because at best it lasts for a week and most of the time it just causes disappointment (っ˘̩╭╮˘̩)っ
Hype is good vetex just doesn’t take it because he takes months to keep adding features making updates Messy
More isn’t always better. Like FR felt more overwhelming then anything
Certain Lost Magic Update Flow Chart
Lost Magic Releases → Did everyone overhype it? -Yes-> Everyone gets mad → Vetex is declared an enemy of the Forums and People of Arcane Odyssey → Players will be uninterested (eventually) and wait until next update.
Sounds like Vetex needs to incorporate AGILE into his game development workflow.
It’s not overhyped, it certainly is wanted but people are not screaming for it.
The floating point error is obviously part of the
i M m E r S i O n
ane
e X p E r I e N c E
of the oh so horrible magically irradiated wasteland of the war seas
level 183
liposuction
That entire flowchart just explains every AO update including FR
