翻訳と辞書
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・ "O" Is for Outlaw
・ "O"-Jung.Ban.Hap.
・ "Ode-to-Napoleon" hexachord
・ "Oh Yeah!" Live
・ "Our Contemporary" regional art exhibition (Leningrad, 1975)
・ "P" Is for Peril
・ "Pimpernel" Smith
・ "Polish death camp" controversy
・ "Pro knigi" ("About books")
・ "Prosopa" Greek Television Awards
・ "Pussy Cats" Starring the Walkmen
・ "Q" Is for Quarry
・ "R" Is for Ricochet
・ "R" The King (2016 film)
・ "Rags" Ragland
・ ! (album)
・ ! (disambiguation)
・ !!
・ !!!
・ !!! (album)
・ !!Destroy-Oh-Boy!!
・ !Action Pact!
・ !Arriba! La Pachanga
・ !Hero
・ !Hero (album)
・ !Kung language
・ !Oka Tokat
・ !PAUS3
・ !T.O.O.H.!
・ !Women Art Revolution


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Steam Early Access : ウィキペディア英語版
Early access

Early access, alphafunding, or paid-alpha is a funding model in the video game industry by which consumers can pay for a game in the early stages of development and obtain access to playable but unfinished versions of the game, while the developer is able to use those funds to continue work on the game. Those that pay to participate typically help to debug game, provide feedback and suggestions, and may have access to special materials upon release of the game. The early access approach is a common way to obtain funding for indie games and may also be used along other funding mechanisms including crowdfunding.
==History==
Traditionally, game publishers do not release unfinished versions of their products to the public, instead relying on in-house testing non-disclosure agreements. This prevents such versions from becoming the target of software piracy, and limits what information can potentially be shared with competitors. As such, publishers will fund the full development of a game through its completion, but will be less willing to take risks on experimental titles. In some cases, publishers have found ways to allow players to win or buy into access into a game's beta state in a controlled environment. For example, an invitation to the beta version of the multiplayer portion of ''Halo 3'' was bundled with the game ''Crackdown'', attributing to that game's strong sales.
For indie games, which are typically distributed without a publisher, the source of funding for development is not as readily available. Many smaller indie companies use personal funds, while larger ones may get investments from other sources, and more recently crowdfunding programs like Kickstarter have proven viable for both. Another difficulty for indie developers is the means of testing their games prior to release, lacking the resources of a publisher and not obtaining enough feedback prior to release.〔
The concept of early access helps to alleviate both problems. Early access to a game is typically offered when the game is in a playable state but may not be feature-complete, or may still have several software bugs to be found. Often these games are considered at alpha or beta releases, and may be months or years from anticipated completion. Interested players are able to buy into the development of the game, gaining access to the software in the working state, and are encouraged to play and stress-test the software. Their feedback can help the developer tune the game's direction, art, and software mechanics in anticipation of a final release. Once the game is released, the player either continues to have access to the software or is rewarded with a means to obtain the final release of the title and other extras, such as sounds, their name in the game's credits, or other rewards. These players help fund the game to completion, but take a risk that the game may never reach a final release.〔
One of the earliest known examples of this model is ''Minecraft''. The game was created in mid-2009 by Markus Persson initially as a browser-based game that he developed alongside his full-time job. The alpha-version game proved popular that within the month of release, Persson added a means by which players could pay 10 euros (approximately $15) to access the game, allowing him to continue its development. As sales of the game increased, he was able to quit his job about eight months later to work on the game full-time and founding Mojang to bring on a larger development team. ''Minecraft'' continued to offer early access throughout its development period, assuring those that bought into it would receive the final version for free. The game was considered complete and released as a full title in late 2011. Prior to this release, over 1.8 million players had purchased into the alpha- and beta-stage releases, with over $33 million raised from these early sales.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Early access」の詳細全文を読む



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