F5F Stay Refreshed Software PC Gaming No clear advantage exists for the community or the game when adopting the modern, AAA early-access approach.

No clear advantage exists for the community or the game when adopting the modern, AAA early-access approach.

No clear advantage exists for the community or the game when adopting the modern, AAA early-access approach.

Pages (2): 1 2 Next
B
Bibble_Ele
Senior Member
447
09-30-2016, 07:54 AM
#1
AAA titles such as Suicide Squad and Starfield are now offering "early access" with a premium price. This lets players start playing a few days sooner, usually on weekends, since the launch is scheduled for Monday or Tuesday. This approach encourages people with busy schedules to wait until the weekend, adding extra pressure for those who need to balance work or school. This strategy seems exploitative in several ways. First, the game is essentially in beta at that stage, yet it’s sold as early access—something PC games often do, but with a twist. Since PC titles usually release beta on launch day, this feels unfair, especially given past experiences like Suicide Squad. Paying for early access shouldn’t mean you’re getting a flawed product, but here it feels like a hidden trap. Second, it divides the player community right from the start. Early on, building a unified fanbase is crucial, but this creates two groups based on financial ability. Those who wait often see the premium as a scam, while those who pay may feel superior to others who didn’t pay. This tension can damage relationships and alienate potential friends. Third, the model takes advantage of people’s impatience. You pay extra because you can’t wait a week, only to receive a less polished version. Day 1 fixes are common now, so the extra cost doesn’t bring lasting value. Instead, you’re forced to endure bugs and glitches, which can turn off players before launch. This not only hurts your experience but also damages the game’s reputation online, where reviews and testimonials become permanent. Ultimately, the only apparent advantage is short-term profit for the developers. But this comes at a cost: eroding trust, slowing community growth, and possibly reducing long-term revenue. There doesn’t seem to be any real benefit for the game or its audience beyond immediate financial gain.
B
Bibble_Ele
09-30-2016, 07:54 AM #1

AAA titles such as Suicide Squad and Starfield are now offering "early access" with a premium price. This lets players start playing a few days sooner, usually on weekends, since the launch is scheduled for Monday or Tuesday. This approach encourages people with busy schedules to wait until the weekend, adding extra pressure for those who need to balance work or school. This strategy seems exploitative in several ways. First, the game is essentially in beta at that stage, yet it’s sold as early access—something PC games often do, but with a twist. Since PC titles usually release beta on launch day, this feels unfair, especially given past experiences like Suicide Squad. Paying for early access shouldn’t mean you’re getting a flawed product, but here it feels like a hidden trap. Second, it divides the player community right from the start. Early on, building a unified fanbase is crucial, but this creates two groups based on financial ability. Those who wait often see the premium as a scam, while those who pay may feel superior to others who didn’t pay. This tension can damage relationships and alienate potential friends. Third, the model takes advantage of people’s impatience. You pay extra because you can’t wait a week, only to receive a less polished version. Day 1 fixes are common now, so the extra cost doesn’t bring lasting value. Instead, you’re forced to endure bugs and glitches, which can turn off players before launch. This not only hurts your experience but also damages the game’s reputation online, where reviews and testimonials become permanent. Ultimately, the only apparent advantage is short-term profit for the developers. But this comes at a cost: eroding trust, slowing community growth, and possibly reducing long-term revenue. There doesn’t seem to be any real benefit for the game or its audience beyond immediate financial gain.

R
RVCA_SKATER
Member
69
09-30-2016, 08:25 PM
#2
It's just for cash. The only possible benefit could be that those who preordered might withdraw since they understand from the testers the game is terrible.
R
RVCA_SKATER
09-30-2016, 08:25 PM #2

It's just for cash. The only possible benefit could be that those who preordered might withdraw since they understand from the testers the game is terrible.

J
jmodkiller
Member
212
10-03-2016, 09:27 PM
#3
For online games, a group of real players without the maximum count can still aid stress testing. This approach avoids frustrating users if your services encounter issues. An open beta also prevents the perception of early access preorders.
J
jmodkiller
10-03-2016, 09:27 PM #3

For online games, a group of real players without the maximum count can still aid stress testing. This approach avoids frustrating users if your services encounter issues. An open beta also prevents the perception of early access preorders.

R
rando2
Member
214
10-04-2016, 06:38 AM
#4
They are exploiting indie releases without offering any value to the buyer. This doesn't mean every indie early access game is unfair, but it's clear that solo developers or tiny teams are at risk if they don't adapt. AAA companies with huge budgets aren't affected in the same way.
R
rando2
10-04-2016, 06:38 AM #4

They are exploiting indie releases without offering any value to the buyer. This doesn't mean every indie early access game is unfair, but it's clear that solo developers or tiny teams are at risk if they don't adapt. AAA companies with huge budgets aren't affected in the same way.

T
67
10-08-2016, 08:52 AM
#5
They're mainly compensating beta testers rather than letting them test independently. More individuals will be able to spot problems and share feedback before release, but if this is misused excessively it could harm games.
T
Toxic_Ninja_11
10-08-2016, 08:52 AM #5

They're mainly compensating beta testers rather than letting them test independently. More individuals will be able to spot problems and share feedback before release, but if this is misused excessively it could harm games.

S
SimonBille
Junior Member
29
10-09-2016, 02:35 AM
#6
Well yes, but generally with an open beta, you aren't paying a premium. Sometimes, you even get a discount. But in either case, you are given the expectation that it's a beta. Whereas a gamer may not view "early-access" as being "beta software" even when that's what it really is - so it can be deceptive, rather than "open beta" which is at least honest. Well, indie studios tend to do this in a much more symbiotic way. They offer a discount for what is clearly marked as an "alpha" or "beta" version of the final game, and you usually get at least a month if not several years of early-access to the game, which to me is a more reasonable time period for someone to say "I don't want to wait that long for the final product." The players also often get to be part of a collaborative experience of creating the game, as they get to see it earlier in development and can even shape how the game turns out. Mincraft is a great example of this system working well. KSP is another. The AAA version feels much more parasitic than symbiotic to me.
S
SimonBille
10-09-2016, 02:35 AM #6

Well yes, but generally with an open beta, you aren't paying a premium. Sometimes, you even get a discount. But in either case, you are given the expectation that it's a beta. Whereas a gamer may not view "early-access" as being "beta software" even when that's what it really is - so it can be deceptive, rather than "open beta" which is at least honest. Well, indie studios tend to do this in a much more symbiotic way. They offer a discount for what is clearly marked as an "alpha" or "beta" version of the final game, and you usually get at least a month if not several years of early-access to the game, which to me is a more reasonable time period for someone to say "I don't want to wait that long for the final product." The players also often get to be part of a collaborative experience of creating the game, as they get to see it earlier in development and can even shape how the game turns out. Mincraft is a great example of this system working well. KSP is another. The AAA version feels much more parasitic than symbiotic to me.

C
Cronified
Junior Member
40
10-09-2016, 03:04 AM
#7
AAA "early access" for a short time before the official release is merely an attempt to make money. When indie developers handle it, it can span months or years (hello BG3), providing the support needed to develop and launch the game.
C
Cronified
10-09-2016, 03:04 AM #7

AAA "early access" for a short time before the official release is merely an attempt to make money. When indie developers handle it, it can span months or years (hello BG3), providing the support needed to develop and launch the game.

0
015productions
Junior Member
12
10-15-2016, 12:03 AM
#8
I have some differences with your views on points 1 and 3. 1: Your example focuses on a very brief window of early access. When it comes to early access that only lasts a few days, the 'beta' part doesn't really matter to me. It's probably just the same code as day one or very similar. For me, it feels like a different conversation when we're discussing genuine early access for games that are months or years ahead. Still, I don’t mind much as long as the details are clear. 3: My main worry isn’t about taking advantage of people's urgency. Everyone has their own way of spending their money. Regarding point 2, dividing the community can be an issue, especially with competitive players. I don’t mind criticizing people for their spending habits or EA’s pricing. That’s not mature. But there’s a real fear of gaining an unfair advantage in a tough market. Once time passes, that edge usually fades. I don’t think it bothers me much. They can release the game however they like, and we can decide how to spend our time. I’ve enjoyed playing early releases—hundreds of hours in just a week or two. Even after eight years, I still feel like it’s worth it. It’s strange, but I’ve also felt disappointed in other titles. Valheim got too many changes, and I didn’t get to revisit it. I liked V Rising, but a big update forced a reset. I’m not sure if I’ll ever return. I appreciated the early access to both games. I try to judge how complete they are, then decide if they’re right for me. There’s a huge library of games I want to try, so I don’t stress over any single release.
0
015productions
10-15-2016, 12:03 AM #8

I have some differences with your views on points 1 and 3. 1: Your example focuses on a very brief window of early access. When it comes to early access that only lasts a few days, the 'beta' part doesn't really matter to me. It's probably just the same code as day one or very similar. For me, it feels like a different conversation when we're discussing genuine early access for games that are months or years ahead. Still, I don’t mind much as long as the details are clear. 3: My main worry isn’t about taking advantage of people's urgency. Everyone has their own way of spending their money. Regarding point 2, dividing the community can be an issue, especially with competitive players. I don’t mind criticizing people for their spending habits or EA’s pricing. That’s not mature. But there’s a real fear of gaining an unfair advantage in a tough market. Once time passes, that edge usually fades. I don’t think it bothers me much. They can release the game however they like, and we can decide how to spend our time. I’ve enjoyed playing early releases—hundreds of hours in just a week or two. Even after eight years, I still feel like it’s worth it. It’s strange, but I’ve also felt disappointed in other titles. Valheim got too many changes, and I didn’t get to revisit it. I liked V Rising, but a big update forced a reset. I’m not sure if I’ll ever return. I appreciated the early access to both games. I try to judge how complete they are, then decide if they’re right for me. There’s a huge library of games I want to try, so I don’t stress over any single release.

A
ajbuckey
Junior Member
29
10-16-2016, 02:31 AM
#9
It seems the Suicide Squad had early-access problems where players couldn't play due to a glitch. Those who paid extra for early access found themselves unable to use the game properly. This situation is frustrating because no refunds were offered, and instead they received 2,000 "Luthorcoins" for in-game currency—a minimal compensation for the company. Starfield also faced similar issues with its early-access system, requiring players to restart their devices and disconnect for several minutes. While not as severe as the Suicide Squad incident, it’s still concerning when premium players receive inadequate support. It highlights a broader issue: creating incentives for risky or harmful actions is ethically questionable. Offering rewards for destructive behavior feels like promoting loot boxes—similar to gambling, it adds no real value. This shouldn’t be encouraged, even if both parties agree. I’m not opposed to strict regulations, but exploiting psychological vulnerabilities—whether through gambling or early access—is unacceptable. It reflects poorly on the community, potentially discouraging players from joining long-term. Over time, this could limit competitive edge in PvP and harm the game’s overall growth. The impact might be lasting if it drives people away early.
A
ajbuckey
10-16-2016, 02:31 AM #9

It seems the Suicide Squad had early-access problems where players couldn't play due to a glitch. Those who paid extra for early access found themselves unable to use the game properly. This situation is frustrating because no refunds were offered, and instead they received 2,000 "Luthorcoins" for in-game currency—a minimal compensation for the company. Starfield also faced similar issues with its early-access system, requiring players to restart their devices and disconnect for several minutes. While not as severe as the Suicide Squad incident, it’s still concerning when premium players receive inadequate support. It highlights a broader issue: creating incentives for risky or harmful actions is ethically questionable. Offering rewards for destructive behavior feels like promoting loot boxes—similar to gambling, it adds no real value. This shouldn’t be encouraged, even if both parties agree. I’m not opposed to strict regulations, but exploiting psychological vulnerabilities—whether through gambling or early access—is unacceptable. It reflects poorly on the community, potentially discouraging players from joining long-term. Over time, this could limit competitive edge in PvP and harm the game’s overall growth. The impact might be lasting if it drives people away early.

B
BTA_Shult
Junior Member
9
10-23-2016, 12:23 PM
#10
I'm not claiming it balances out the downsides or that the model is overall helpful. However, one clear advantage would be dividing the intense "launch rush" into two groups, which likely leads to a more stable start. This approach acts like a beta test, allowing problems to be spotted and fixed before the full release or easing server strain by distributing traffic.
B
BTA_Shult
10-23-2016, 12:23 PM #10

I'm not claiming it balances out the downsides or that the model is overall helpful. However, one clear advantage would be dividing the intense "launch rush" into two groups, which likely leads to a more stable start. This approach acts like a beta test, allowing problems to be spotted and fixed before the full release or easing server strain by distributing traffic.

Pages (2): 1 2 Next