We keep pushing back our private alpha for a day or two at a time, and it's because of mainly two reasons:
Feature-CompletenessThis really is two sets of issues:
1. "Well, if feature X isn't there, then the experience is thrown off what the final game would be, and thus how valid is the testing?"
There's a lot of validity to this, because if players get started and learn the game without X feature, then they have to re-learn it to some extent when the game is played again. "Okay, now Chess has bishops" really makes a huge difference. With something like AI War it's different because there are so many features that are optional and that only show up circumstantially anyway. Even so, there are a lot of core mechanics that, without them, would really change things. What if energy wasn't fully in there yet? Etc.
2. "Well, if feature X isn't there, are they going to complain or have odd expectations when later it is added?"
Our experience in the past has been that if something has "always been there," it's looked at in a different light compared to something that was added or removed after the player encountered it. In other words, it's taken as part of the game rather than something that potentially impedes the experience they had before. Often this is a feature that new players to the game love, but that alienates some prior players because they played the game before the feature. I can't think of specific examples off the top of my head, but with Valley 1 and AI War there were tons of examples of this.
UPDATE: Okay, the caliber system changes in Valley 2 are a great example of the above. The new way is something that I think is vastly better in every way, and it leads to a certain style of gameplay. But some folks are still going on about the way it used to be, which they preferred.
But I propose that if they had never played the old way, they would be just as happy with the new way as everyone else. You can't miss what you never had. In the case of the conflict with the old system, it boiled down to this: 1) I felt it was broken to the point of being unsalvageable, and overly complicated anyhow; 2) the players who liked it preferred the complexity and thought that with tuning it could be salvaged. I've spent a great deal of time actually looking at it and running the numbers, and I don't see how it could logically work, though; so what I wind up with are people who gripe at me for something I don't think was ever tenable in the first place. It was an idea that
almost worked, and they liked where it seemed to be heading, but the reality was it was actually heading for a brick wall. So disappointment ensues where happiness should have been.
What these two things push us (mainly me) to try to do is basically get the game itself 100% done, just without being fully balanced, before we go to any testing at all. It creates huge anxiety in me of "no, we shouldn't show this yet because of 1 or 2 above" in various cases. I'm not sure how to really get around that, or really if it's even possible. It's possible that we just need to take it slower on starting the alpha and that's that. Or it's possible that we need the right testers in the early phases, who fully appreciate "okay, don't get attached to the flow of Chess minus bishops, because those are coming and like it or not the game is different with guys that can move like that."
Lack Of Time For Reacting To FeedbackWhenever an alpha starts, this leads to an influx of feedback, which leads to further delays in the beta if they are material things that need to be immediately addressed. If x y and z need to be made clearer, or bug x has been found, or whatever, that takes time from actually getting this feature-complete. Having the game already feature-complete by the time alpha starts solves this problem, because then we're geared up for that sort of thing.
THAT said, there are three kinds of problems typically reported:
1. Game-breaker things. Obviously we need to know about those and fix them asap in general, feature-complete or no.
2. Nice-to-have things. These can be cataloged and gotten to either later in the alpha or in early beta, depending on time availability. In other words I can finish getting it feature complete before even looking at these at all (Josh sorts out all the feedback before I see it, during alpha, to protect my productivity).
3. Balance issues. These are one of the big things we're looking for in this game, but to some extent it's hard to judge balance when all the features aren't in place yet. So something that seems out of balance might not actually be. THAT said, this doesn't really impact our ability to pursue feature-completeness, because Josh is our guru on the statistical balance on this game, and so it doesn't impact me aside from occasional guidance when he has a question or feedback from me saying that something seems off or whatever.
ResultSo that's kind of my dilemma. It's why I keep pushing alpha back and back: I keep adding more and more to what "must happen before we go to alpha." I'm still kind of mulling the implications of this, and what should be done. A few options occur to me:
1. Go to alpha tonight with some folks, with a lot of provisos of "x and y and z aren't implemented yet, so ignore those and understand that balance will shift, etc." But see my concerns above about that sort of thing.
2. Go to alpha tomorrow night with some folks, with a lot fewer provisos but still some.
3. Wait until we are practically beta-ready except for balance, which might be Monday night, and then start a faster alpha that lasts just a few days, then go to beta later next week rather than earlier.
It's hard for anyone to judge who hasn't seen the game yet, obviously. The game is in a state where it is fun, the interface is polished, it's winnable and loseable, and so on. The functionality for the human and mythological military is at 100%. The economy is at 100% except for trade, which I hope to finish tonight. All the land tile functionality is complete. The embassy functions and trade functions are really the last human-level things I need to finish.
On the other hand, a few edicts are in place but don't do anything yet except internally set the difficulty modifiers for things like crime and bandit spawn rates. 1 out of the 64 god + mythological tokens is fully functional, though the remainder will follow in a day or two because they are quick to implement once designed (and they have been designed for some while now). The main reason for them not being more implemented yet (and same with the edicts) has been the need to get the underlying structures more in-place first. And obviously those are an enormous part of the actual flow of the game, so not having those on day one of alpha means that only the regular warfare can be tested fully. Some of the other meta stuff also isn't in place, like the challenges or the propositions, both of which I think will actually change the feel and flow of the game quite a lot despite being meta aspects.
Conclusion?Well... we do want feedback and testing on balance at this point, and we're itching to have someone other than just Josh and Blue and I look at this. That said, we only get to make a first impression once. And we also really don't need to have comments along the lines of "well this seems shallow because of x and y are missing" that are coming in a few days anyhow. (Not that the game feels shallow to me, as an aside, even just with the human stuff. A big requirement of mine was that the game had to feel fun without any of the gods stuff at all, or else the game just wasn't fun at all. The gods stuff has always been a part of the design, but it doesn't come into play until rounds 2 and 3 of the game anyhow, so basically that was stating that round 1 had to be oodles of fun no matter what. That means we've been mostly testing -- in effect -- round 1 types of gameplay even when we play rounds 2 and 3 so far).
So that takes a special breed of tester, who really understands what they are getting into and wants to help from that vantage point. NOT someone who is just excited to get their hands on the final product ASAP, because volunteering now isn't going to get you to the final product any faster than waiting until beta would. The testers we need for this early phase, if we're to do something before this is absolutely feature-complete in the normal flow of gameplay (aka, prior to Monday) are people who are okay with seeing "how the hotdog is made" and a bit of scaffolding and sawdust here and there. These people need to be able to look past those aspects and see the actual form or flaws beyond what is just momentary detritus.
Are you such a one? If so, shoot Josh a PM again. I'd rather not wait until Monday to start any form of alpha testing at all, to be frank.