Betas, demos and early-access are all ways used by publishers and developers to gather feedback about their games before launch, giving them some time to typically polish graphics and elements of gameplay. Taken to the extreme, game development could benefit from customer feedback during the earliest development (or even planning) stages to accelerate the natural selection of titles that would eventually make it to the market. But you might see here a problem: while agile might be a good framework to better target audiance expectations, continuous communication might result in a loss of interest over time, particularly when it comes to the development of story-driven games; it would be tough to communicate about such a title without at least spoiling its premises.
In a world in which development costs are steadily rising, it might still be a good idea to ensure that the final product actually delivers. So how do we implement this feedback loop? Activision tried to go this route with Battlefield V but the game received a lukewarm reception when it 'came out' last year. Atlus and Square-Enix straight out do the opposite of agile by unveiling their games at times a generation in advance, while not communicating about them during very long periods - and contribute to pre and post-launch frustration among their fans.
Is there a way? I volonutarily let F2P games out of the focus because while they completely embraced customer feedback as the foundation of their success, they are not the model used by most 'bigger' publishers. But maybe they are the future?
In a world in which development costs are steadily rising, it might still be a good idea to ensure that the final product actually delivers. So how do we implement this feedback loop? Activision tried to go this route with Battlefield V but the game received a lukewarm reception when it 'came out' last year. Atlus and Square-Enix straight out do the opposite of agile by unveiling their games at times a generation in advance, while not communicating about them during very long periods - and contribute to pre and post-launch frustration among their fans.
Is there a way? I volonutarily let F2P games out of the focus because while they completely embraced customer feedback as the foundation of their success, they are not the model used by most 'bigger' publishers. But maybe they are the future?