Merits of Announcing WIPs at Beginning vs End

I have numerous thoughts based on my experiences regarding testing.

One approach not yet mentioned is the mixed approach: private, closed testing combined with a public beta test as required by Hosted Games in a WiP thread.

With Patchwerks, testing while I was writing my 1st draft was invaluable, but I did closed private testing while writing it, something that I was able to follow up with individual testers on an individual basis.

Another thing I will comment directly on is:

I disagree with this with my whole heart.

By guiding testers with instructions and with follow up regarding feedback received, I feel that feedback can be a tool that you customize for your needs when you are testing.

The reason I carried out tests at different phases of my project, is because my needs were different at each phase.

Each test, I wrote out a set of different feedback questions and emphasis, asking my testers about things I was concerned about.

I also see many authors having a report generate at the end of their demo, which is a very useful practice. Not only can you check for balance issues, but you can see trends, like if a particular RO is being chosen more than others.

Each of us should develop our own methodology, but there are still “good practices” to follow while writing your IF project.

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I found this thread to be of not practical advice . All have merits or not based on your experience , skills and knowledge.

If is your first attempt you will fail 99% grab the important experience skills and network. Until you have the maturity and experience to get a serius beta testing and editing.

Social media, wip advance etc are nice. If you have the skills and platform (most people don’t)

But, 100% honesty without the skills, knowledge and mostly experience that comes FINISHING AND EDITING the chance of reaching the queue…

The only thing important is finish a game for the final testing with the final product.

The rest is up to the writer and they methodology.

There is not golden rule or Blah blah do this to success.

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Well, you have a lot more experience than I do in that regard, but what I understand from what you said is that you can tailor the feedback to be about something you want to know about, what I’m saying is that you won’t control the feedback per se.

Yes, for sure, I was just talking from experience but I know the majority, if not all would not follow the same path I did.
Also, I didn’t want to set myself up for failure so I managed my expectations, otherwise, I would have gone for something more popular as I pretty much didn’t follow any “good” recipe for doing a popular IF game. Yet I’ve never wanted to quit despite having 0 readers while I worked on it.
But yeah, maybe I’m “special” but for the wrong reasons :joy:

If I had to guess, yes, totally, I would say the majority get their motivation from external feedback.

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But why someone will want to control the feedback?

You can tell the player or tester what you want they look. But lol, if you want to make them say X that is not feedback that is a pr campaign.

Testing has to come with test trying the boundaries of something as unbiased as possible.

If you want to obtain a very specific result that is not a beta that is publicity.

Let clear what do you want to they look is useful.

Trying to force and upcome is not. Market reviews wont sugarcoat ot.

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Yes, that’s what I was saying. You can’t go to the keyboard of who is giving you feedback and type what you want, you can’t control the feedback.
Maybe I didn’t express myself right :sweat_smile:

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It happens sometimes. But @Eiwynn betas are very good because she gives you a list with what is the focus.

But Lol, as tester you can go out rails even if I want to check the points.

Other testers love list as they have a clear picture and focus.

As I said before there is no golden rule or anything. So the advices are like not very practical

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Great point. The main rule I got from my creative writing student days during critique was to try to be quiet and write down your feedback for you to sort out later.

Yes, though that would probably be hard to pull off for newer creators, though I like it as it would be a lot more similiar to the classic writing group critique model.

Same. I feel that if I don’t at least have a fairly complete prologue and 1st chapter it needs more work yet. Though I have seen lots of forum posters posting shorter works these days, which is fine too I suppose.


My take on initial topic question:

To the initial topic, I guess I’d state the following: For myself at least, it often feels far more fun and less restricted to not have a forum thread, however, I usually do for a couple reasons that I’ll elaborate on.

When I first started trying to make these games or hobby projects in some cases the process was a lot of fun - I often would spend huge amounts of time on creating these and made epic amounts of progress, in my opinion. There was a lot of freedom to pursue mad tangents, which I did with great liberty . . . which sometimes (okay, often!) would eventually create problems still made some fairly fascinating areas for the games to grow. This was all done with various projects that were not posted on the forum, though some of my later ones I did add to Dashingdon. Ironically, as I included an email address where I could be reached, I did actually get some interaction and feedback on these - not a crazy amount, but enough to know that people were trying them and at least in someways liked them. Of course, I think back then, a few years back, maaaaybe there were slightly less new WIPS out? Idk? I also was more active on the internet overall, as twitter was still around so I was able to get some traction that way. Why didn’t I post to the forum back then? Well, I guess I didn’t really think they were polished enough - and despite their merits, as I think some of my oldest projects were some of my best, most of these early ones didn’t really so far make it to the point of completeness that it would feel honest and pragmatic to share them on the forum itself.

This changed with Sense & Sorcery and then later Dice & Dungeon Masters as while they weren’t initially as long as some of my prior works, they were both slightly more complete in a narrative way, though they were both a lot simpler than some of my previous attempts on these projects, thus why they were coming along better.

Now, I appreciate the feedback I have gotten on the forum and am very grateful for the readers and players that have given my storybooks a try. Most of the interactions have been pleasant with a few notable exceptions and overall, I’d take away the forum experience as some sort of CYOA-writer’s-workshop in a fairly lowkey way. That stated, there are both the very rare non-constructive bit of criticism that is energy draining (i.e. why don’t you write this in this or that way which totally wouldn’t make sense, but you should do it anyways, etc. - again, these are very rare!); there are also the occasional worrying over if the like count or interaction ratio is low, is the game worth it - again, energy draining, and probably pointless as the forum is an ocean of WIPs and unless you are previously published, have name recognition someway, or catch lightning, you’re not likely to get a ton of likes or interactions . . . but it wastes mental energy, which I guess is on the creator for worrying about those things but hard not too. And then there are the times when there is useful feedback (plot points that don’t match up, bugspotting, a creative idea that I missed, etc.) - these are the real reason for the forum, though, and this is stated with respect, this is relatively rare as well.

Still, that might be a reason for one to put their game up on the forum earlier rather than later, though probably a lot of the same could be done with the posting the game later on approach.

However, there are good reasons to put one’s game up on the forum despite the likely feelings of constraint and energy bleed that it can induce.

1 - As a Writer and Creator, you want your content to be seen. Hey, your content wants to be seen, at least I think so. From a poll I’ve run on here a lot of players on the forum state that they will only play a CS game if it is in the forum. According to that poll having your gamebook on Dashingdon or Moody without being on the forum is not enough.

2 - You never know how far you’ll get on the gamebook. Pretty morbid, but hey, we writers & creators are mortal. I don’t know - if I’ve put in hundreds of hours working on project X, I would think that project X has value and worth to me and if some accident or sickness or whatever were to happen, I’d probably still want people to have been able to read and play it in some form.

Anyway, obviously a lot of this is rhetorical, and I doubt we’ll have an exact yes/no to it all ever. I think its something every creator needs to decide on their own. Despite 1 & 2, I can state that all of the projects I’ve worked on without the forum have been a lot more joyful to work on, probably because there isn’t anyone waiting or . . . and this is the other thing . . . no timer waiting to close the games thread after 60 days.

Which brings up the question if some of the burn out and stress with forum wip life might be reduced by somehow mitigating that 60 day rule?

Note: Forgot to add earlier that I do find the forum polling feature very helpful and it has helped me a few times where the consensus easily identified and narrowed in on various things that I wouldn’t have so quickly on my own, such as one of my games needing more romance, for example, or this or that character being more likable. These instances can be helpful to make a game that will be more well recieved and it would probably be a lot harder to change course later on . . . though it does tend to change ones artistic vision somewhat.

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I think it’s going to depend on the individual author and what you need out of a WIP thread here. I used to release WIP’s early as I found a lot of support and good advice happening, but after more recent experiences with WIP threads I’m likely going to move away from that for many projects moving forward and release closer to completion instead. (Although this will depend a bit on what they are and I do have the advantage of having finished games before so do have at least a rough idea of how to write/code them to completion.)

Why not to release early:
I’ve found the number of people willing to give feedback on a large proportion of projects (excluding the big popular ones) is on the low side these days, so keeping those motivated to help you waiting while you slowly add to the game over time is not a great way to keep readers interested or a good use of their time. Beta testers are an invaluable help but they are essentially working for free to do this.
here are a lot of games and new shiny ones pop up every day. Unless you can power through with regular substantial updates until finished, interest can drop away.

It can also work against your motivation if it feels like almost no one is interested leading to slower progress and increased rates of WIP abandonment. If you only have a handful of comments and a lower number of likes compared to a lot of the other WIPs, then it can be disheartening to know in advance that what you’re writing will likely be unpopular.

Although some feedback is useful to have early while it is more easily fixable, the majority of feedback I get for my games personally is stuff I can work in or change without needing large rewrites.

If you do release early and happen to get a lot of comments asking for story changes or extra content this can improve the game in some cases, while in others it can result in the storyline being derialed and authors writing themselves into corners where no one is happy with the end results, or the game gets abandoned. So are you the kind of person who will be better writing a more focused plan without a lot of outside input along the way? Or someone who prefers to open up the story to things that you might not have originally planned for and wing it as you go? (Different people have different styles.)

Why to release early:
If you are lucky to be one of the chosen few, your game may be popular on the forums and lead to extra motivation to finish it. (But this is not guaranteed.)

With people reading it early, missed problems or storyline/stat improvements might be picked up early enough to be fixable more easily before they become baked into the game. (But this does require having people willing to read the game and leave this sort of feedback.)

If patreon is your thing, you’ll need a game being worked on. Again, you need a large backing to make patreon worth while however.

Although there are exceptions, releasing early is more likely to build you a fanbase due to increased time on the forums. Also many people like to be able to have a hand in creating the games they are a fan of, which is much less possible with near/completed games so less people willing to test and offer feedback (but as I said I have been proven wrong on this one with at least one game!)

If you want to get a guage for if a game is going to be popular. Initial popularity on the forums doesn’t mean it will be on the stores, but it is a decent indicator of interest at least. You need to decide if you want to write what you feel like writing, or you want something popular for this one. If the latter then you may decide to abandon low interest threads early.

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