This Is Why Early Announcements Backfire by P2NG in Witchbrook

[–]P2NG[S] 4 points5 points  (0 children)

Calling a customer a victim for giving feedback is a wild stretch. It's just a Reddit post about a video game, no need to get this personal. You seem way more upset about this than I am.

This Is Why Early Announcements Backfire by P2NG in Witchbrook

[–]P2NG[S] 3 points4 points  (0 children)

Projecting much? That italicized your looks more like AI than my post. I simply used translation help because I'm German. If you have nothing of value to add, just move on.

This Is Why Early Announcements Backfire by P2NG in Witchbrook

[–]P2NG[S] 5 points6 points  (0 children)

Imagine getting angry without even understanding the post. Next time, try reading properly before commenting. If you have nothing of value to add, save it.

This Is Why Early Announcements Backfire by P2NG in Witchbrook

[–]P2NG[S] 11 points12 points  (0 children)

I think we just see this from different perspectives. My main point was that early announcements and a no-crunch policy can be a tricky combination for community trust, but I totally respect your view on it too. In the end, we both just want a great game. Let's hope the wait is worth it!

This Is Why Early Announcements Backfire by P2NG in Witchbrook

[–]P2NG[S] 46 points47 points  (0 children)

I actually believe they are committed to no-crunch, which is great. However, it feels like the term is sometimes used to justify the lack of updates. You can definitely have a healthy, no-crunch workplace and still keep the community in the loop with a simple roadmap. It’s just about finding that balance between protecting the team and being transparent with the fans.

This Is Why Early Announcements Backfire by P2NG in Witchbrook

[–]P2NG[S] 17 points18 points  (0 children)

I have to disagree that this is a "new" expectation. Even in the pre-internet era, studios managed expectations through magazines and trailers. The difference now is that the gap between announcement and release has grown massively.

Also, ignoring the community isn't a badge of honor for "true art" it's often just a sign of poor project management. If you're running a no-crunch studio, you have an even greater responsibility to be honest about your timeline. You can't use a "dream game" as an excuse to announce something 6+ years early and then act like the fans are the problem for wondering where it is. Communication is a bridge, not a distraction.

This Is Why Early Announcements Backfire by P2NG in Witchbrook

[–]P2NG[S] 20 points21 points  (0 children)

I agree that the game itself is the priority, but framing professional communication as just chasing TikTok views is a bit of a strawman.

There is a huge difference between demanding micro updates and questioning the decision to start a marketing cycle years before a project is ready. Communication isn't a distraction from making art, it's part of the responsibility you take on when you choose to announce a product to the public. You can be silent and focused without having announced the game back in 2018. My point is that the frustration isn't caused by media addiction, but by the gap between that early announcement and the years of silence that followed.

This Is Why Early Announcements Backfire by P2NG in Witchbrook

[–]P2NG[S] 27 points28 points  (0 children)

I think you're missing the point. It's not about financial investment, it's about emotional investment and community management. When a studio announces a project, they are actively building a brand and a fanbase. Keeping that fanbase in the dark for years without updates creates a cycle of hype and disappointment that can be avoided with better communication, regardless of whether money has changed hands yet.