Since you picked a gaming example, I would like to present the idea that in gaming the opposite is true.
If you have a live game that you intend to last a long time, it’s extremely important to establish a reliable release cadence that the players can depend on.
Our company first released our game in 2012. After release we didn’t know how important this is. We just kinda made updates and released them when we finished them.
The player numbers never went above what we had at release. For a few years our numbers were pretty flat. We would have up releases and down releases but we never broke our initial numbers.
Then we changed to a cycle of having a release every 3 months.
This was a massive improvement. Most players won’t keep playing your game continuously forever, but if they always know that there will be a thing to come back for, and when that will be, they will stop playing before they are burned out with a plan to come back.
Suddenly our numbers grew with every release. Each 3 month cycle saw a large percentage increase over the previous one.
After a few years of that our game is massively larger than it was at release, and it’s still growing with each subsequent release.
I’m not saying that it’s okay to release a buggy game, you have to scope each release so that you can do it on time without being too buggy. What I am saying is that the release schedule is actually really really important.
For context to other readers, Negitivefrags is talking about Path of Exile[0] and seems to be downplaying the success GGG has achieved in the last few years. The regular release of compelling content has driven PoE into a great position as the market leader for ARPGs.
One thing they didn't mention is that the regular release cycle lets you mess up and recover. For example, the Essence league(a 3 month batch of content) was underwhelming for most players. However, the Breach league following that regrew any goodwill that might've been lost.
If you have a live game that you intend to last a long time, it’s extremely important to establish a reliable release cadence that the players can depend on.
Our company first released our game in 2012. After release we didn’t know how important this is. We just kinda made updates and released them when we finished them.
The player numbers never went above what we had at release. For a few years our numbers were pretty flat. We would have up releases and down releases but we never broke our initial numbers.
Then we changed to a cycle of having a release every 3 months.
This was a massive improvement. Most players won’t keep playing your game continuously forever, but if they always know that there will be a thing to come back for, and when that will be, they will stop playing before they are burned out with a plan to come back.
Suddenly our numbers grew with every release. Each 3 month cycle saw a large percentage increase over the previous one.
After a few years of that our game is massively larger than it was at release, and it’s still growing with each subsequent release.
I’m not saying that it’s okay to release a buggy game, you have to scope each release so that you can do it on time without being too buggy. What I am saying is that the release schedule is actually really really important.