Nick Gravelyn:The problem then is that you will have to code more for this content and this can introduce bugs. The chance is smaller, but it's there. I still very much debate the perceived positive return in sales with these updates. Some people swear by them, and I will always agree that you'll see an initial jump in sales, but I simply don't believe it will do much to increase your long term sales.
I suppose if you code your game data directly into your game that would be the case but I always keep game data in external files and just assumed most people do the same. I'm just about to try and make my first game package so I may be wrong in thinking the framework supports config files and such so if that's not the case, I could see your point. In my case I can add weapons, objects, ai oppoents, geometry, etc.. all from external files without modifying the actual game so that's what I was referring to.
As far as the return on the investment goes, I agree that is certainly a debatable area as there are many factors such as game type, popularity, and timing (ie releasing the same week as GOW2) that will affect the return. My view though is it's not just about what it does for you. I view it as a "thank you" to your customers who bought your game and supported you. It will hopefully generate more money for all involved but there's nothing wrong with putting minimal time into something that will make your customers happy.
Consider this, you and your competitor both release a similar game. You begin work on the sequel while your competitor does the same but they release several content updates throughout the development period. When you both release your sequel, which one do you think people would pick if the quality and other factors were somewhat equal and they had to choose? It might not affect your current game sales tremendously but I think it has a great chance to improve sales of your sequel.
Nick Gravelyn:That works great for content updates, sure, because the people who want it might check (or you might just alienate users who want updates but don't want to check a website or forum), but doesn't help the plan with bug fixes.
Well alienating users who want updates but don't want to check a website seems a bit of a stretch to me. Sure it's not as ideal as in game updates but putting a note in the same area informing users that CG games currently can't do automatic updates will at least let them know you're not being lazy.
As far as the bug fixes go, I was only talking about content updates so I really wasn't suggesting that would be a fix for that. Thinking about your comment, I do think that a notice letting people know we can't do automatic updates might help though. Otherwise I suppose they will probably assume that CG games can do automatic updates like retail games and might not know to check manually. I haven't gotten to the point of uploading a game so I don't know if that's already covered when they buy a CG or such.
Nick Gravelyn:There is no official rule against them, no. You can feel free to put them in review and you will simply have to see if the reviewers are willing to help you out. You can help yourself here by making sure to really use playtesting (I'm talking weeks in playtesting; not days) and making sure you are as appreciative and responsive of feedback given. The better relationship you share with reviewers, the better the whole process will be.
That's pretty much my plan. I'm a professional developer and in it for the long haul. I've been working on my game for over a year now and hope to be in playtest by the end of the month (don't even have an Xbox yet).