You might think that by now it would be easy, or at least routine. Nothing can be farther from the truth.
Every time is a horrible ordeal. I often feel physically sick during the process.
To start, I will have just completed a bunch of crunch. We try as much as possible to reduce this for the team, but for the founders and at least a few key people it’s always right up to the last minute. So we are already in a super stressful state.
The second stressor is questioning if anyone will even come to play the game. It’s almost impossible to know.
Next up, will players even like what you made? This is a dread that is hard to shake, and in our case we have a bunch of players all hyped up for a release and if they don’t like your new content there will be a lot of anger and disappointed people. People are brutal towards game developers in comments on the internet.
And then there are technical issues. We are an online game and it feels like every release there is some major issue.
When there are 150k people banging on the door and the game has a critical issue stopping them from playing, it’s very hard to describe the feeling when you are the responsible person and you have no idea what is wrong.
Debugging in that scenario is like having an anxiety attack.
These 4 issues together make game release seriously awful.
You have the worst aspects of being an Artist, a Business Owner and Live Ops all in one nice package and right when you are low on sleep and after weeks of stress before hand.
It’s a perfect storm of hell.