Um? Interesting approach? But can you see no flaws with that Nicole? If
Phillip sends us eMail messages of what's going on without us even knowing
how to play the thing, how in theworld will we know what he's talking about?
Not to mention the fact that he'd get even more "hey Phillip, when is the
thing coming out!" remarks.
Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nicol Oosthuizen
Sent: Tuesday, January 26, 2010 3:17 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] ***SPAM*** Public betas vs private testing

HI Philip
Sorry for coming in a bit late.
I personally feel you should keep it at private beta testing, but give
us feedback via e-mail of what the game is and what features you added.
The final release will still be a nice surprise as people will not know
what sounds you have put in.
That's my 2 cents view. 
have a sunny day 
-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Philip Bennefall
Sent: 03 January 2010 01:34 AM
To: A public mailing list for Blastbay Studios.
Cc: Gamers Discussion list
Subject: ***SPAM*** [Audyssey] Public betas vs private testing

Hi all,

I just wanted to put a question out. What are your opinions of private
testing with a dedicated team versus publicly released betas that
everyone can try out? I have a new game in development now, and I am
considering whether to make a public beta available similar to what
Thomas Ward and Jason Alan have done. I see some pros and cons with
private testing, though:

Pros:
1. Easier to manage. Since you have only a few people who are testing
the game you do not need to answer the same questions or receive the
same bug reports numerous times.

2. The element of surprise. With a private team, very few people know
about the development and so it comes as more of a nice surprise when
something new is released, where as in the case when everyone knows
pretty much everything that is going on it's hardly unexpected when a
game finally is released. In the worst case, some people may even have
gotten tired of the game after playing the betas!

Cons:

1. Limited testing=more possible bugs. If you have a smaller team you
are not as likely to catch every single bug before the product goes to
release. This can result in some pretty rapid patch releases (1.0.1,
1.0.2, 1.1, etc) right after 1.0 has been put out and this obviously
doesn't look too good.

2. Nagging. If everyone knows about the game while it is being
developed, I fear that some people would be sending emails asking when
the next version is out or wanting to know why this or that feature that
they suggested hasn't been implemented. This is of course a very broad
generalization and I do not in any way wish to insinuate that a lot of
people do this, but there are a few cases and it might make it annoying
for the developer to see the project all the way to the end. If no one
except the private testing team knows about the game, then you will not
get any public comments before you go 1.0 and then you are obviosly
prepared to take them.

On the other hand, of course, more public suggestions means more good
possible ideas for the developer to work with. Thoughts, anyone?

Kind regards,

Philip Bennefall
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