I’m going to be honest with you: I’d already heard that Dreams was going to launch in Early Access, so I’ve had a little longer than everyone else to wrap my head around the idea. It’s been fascinating waiting for the official confirmation, as I’d been curious how Media Molecule would roll out the news, and more interestingly how the community would react. As it happens, most people seemed to understand the idea quite quickly, while there were a few “gotchas” in my Twitter feed.
Early Access is an interesting thing, because Sony doesn’t technically allow it on the PlayStation 4 in the same way that Microsoft does on the Xbox One. But, perhaps similarly to console cross-play, the platform holder is lenient when it comes to specific brands – it could be argued that Fortnite, for example, is technically an Early Access game. We’ve ran multiple polls on the subject over the years, and back in 2017 around 62 per cent of you said that you didn’t want unfinished games on the console.
I actually agree, but I simultaneously think the way Media Molecule is releasing Dreams is total genius. So does that make me a big dirty hypocrite, then? I think there are certain readers who will feel that way, but I’m going to try and defend my position anyway: the upcoming PS4 exclusive will succeed based on the strength of its community, and it was evident from the beta last month that fans are ready and raring to go. If the tools are largely finished, then why hold them back any longer?
One of my biggest takeaways from last month’s server stress test is that Dreams “feels” complete – it really does. This wasn’t one of those betas that barely worked – it’s already polished to a perfect glean. The controls feel nice, the performance is rock solid, and all of the connectivity seems to function flawlessly. Obviously inviting more players in could break that, but the Guildford-based developer should have a good feel for how its infrastructure is holding up by now.
It is missing key features, which will be absent at the point of the Early Access launch: PlayStation VR support is a big one, but also I don’t think the online multiplayer tools are quite ready for primetime yet either. That’s unfortunate, but in my opinion there’s more than enough for creators to get to work with. You’ll have no doubt seen the kind of things that people created in the beta, and those builds are only going to get grander and more imaginative as fans get more time with the tools.
And it’s obvious the developer recognises that: it wasn’t until a user recreated PT’s corridor within the engine that people started to get a grasp of what’s possible with the product. Now imagine what’s going to happen when you give that same group of creators six or so months to really populate the servers with imaginative stuff. By the time “launch day” arrives, there’s going to be an insane selection of content for people to play – the kind of creations that will inspire and engage in equal measure.
You could argue that there’s something nefarious about Media Molecule putting out an unfinished game in order for fans to help it fulfil the product's potential, but this community is eager to go. The beta was a huge success, not just in terms of helping to promote the title, but also in terms of hooking budding creators. We saw small teams form, minigames go viral, and a general sense of excitement about what’s possible. People want to get started now – it’s the simple reality.
Yes, I know many are quick to criticise how long it’s taken the title to actually release, but I genuinely think that underestimates what the developer’s achieving. This isn’t just “another” loot shooter or Battle Royale – there’s no blueprint for the studio to follow here. It’s making something on an unprecedented scale, and it’s worth reminding everyone that it’s doing so without crunch. If you’ve ever virtue signalled about game development working conditions, then maybe cut this small team some slack.
I do have a small concern about the limited number of copies Media Molecule is going to sell: considering it’s effectively going to be half-price to “buy in” early, there’s definitely a worry that certain creators simply won’t be able to buy the client in time. I hope Sony has a solution for that in place, perhaps “sorting out” those who made the most impressive stuff in the beta. Other than that, though, this is the right way to release this game – I genuinely can’t wait to watch this evolve.
Will you be grabbing Dreams’ Early Access client or waiting for the final release? Do you agree that this is the right method for rolling out the anticipated game? Make something amazing in the comments section below.
Comments 26
I am SO excited to play this game whenever it comes out in Spring. I have so many horror ideas rolling around in my head and want to get cracking on them. Man, this wait is gonna be extremely long haha
There's just something about asking people to buy your game in a limited time frame with missing features that rubs the wrong way, regardless of what it is.
Like the notion of having any version of the thing up at all is cool, but something seems REALLY off about saying get it before its gone.
Like, surely theyd want to keep the option there, right? Especially when you're selling at a discount. I imagine the eventual full price won't go over well at full release.
But there's the thing, we don't know how this will go. I never thought I'd say this but I reckon they should just drop the limited stuff and release it fully, early access or not, no restrictions or limited supply.
If this truly is a game that will live and die by community, and the community is ready as you say, then don't limit that community. If they are ready, then put the game out now. Just put it as Early Access, throw it out, let anyone buy in, and when it's done, jack up the price and remove the Early Access listing, as people do on Steam.
Since the bulk of this game is community driven content it feels like it makes perfect sense to launch it early to get some awesome content day 1, so people don’t just trade it in or get bored of a lack of content in the first week.
@Knuckles-Fajita MM I think want to avoid the kind of issues that Anthem had recently where people just overloaded the servers instantly and no one could get on. So they probably want to keep it at a more manageable level.
I’m also not a fan of the early access practice, but I agree with your argument. It will be great to let the MM fanbase create content before the final release, because the game will have many creations to explore already, also the single-player campaign and VR.
I think it's perfect, creators/dream fans can buy it now at $30 and get the full game discounted when it launch, while the rest can buy the full game at $60 when the game is out.
I really want this game, but i will mainly play it for the user created stuff. But i can buy it now for a cheaper price and it will just sit in my library until full release. Couldnt that be a problem with this early access deal?
"Early Access" is now a much broader term than it was even just a couple of years ago, but I think it still has a negative connotation to it, and often gives people the wrong idea.
Like the article says, Fortnite is technically "early access" but no one really treats it as such — it's not like you're gonna log in one day and it'll look like a totally different game because it's "finished".
With that in mind I honestly don't think "early access" means much anymore, especially in the context of Dreams. MM will say it's not the complete product, which is fine, but you're paying for it and based on what I've seen everyone say, it's incredibly polished and well realised.
Ultimately, I think this is fine, and actually quite clever. Dreams is a game you want people to get their hands on — it's the best way to sell the concept.
So basically Mm are paying the early adopters to create content for the release. I’m fine with that. I’d rather it be a full fledged thing teeming with great user created content when I buy it on release day.
@ellsworth004 It could be, but it really depends how many copies they’re going to sell. Hopefully it’s enough for everyone!
I think it's brilliant marketing.
If I get in I plan on getting serious about one creation at least.
As far as VR being included day one, do you know if scenes created now will be compatible with VR @get2sammyb ?
Or does VR stuff need to be created in VR?
I look forward to the three single player campaigns that the game actually is minus community creations.
@get2sammyb Nice enough article, so I'll let you slide on no video.
And I never officially said you were a hypocrite, 90' isn't 180'. I was more surprised than anything. Now let's hope the early access goes better than the beta.
@Knuckles-Fajita I was kinda cringing before reading your post but it wasn't incendiary at all. Is that like a 2nd draft or something, it's not your typical free flow, it looks thought out. Not an insult, but if you had changed your name again I never would have guessed it was you. Not that I ever do. 😉
Early Access as a concept is necessarily a bad thing, the problem is places like Steam which allow 100's of dreadful games under the guise, which are just cash grabs with no intention of developing them. A bit like what we had with Unity a while ago and every game that ran badly with it, yet there were plenty of games that worked perfectly fine but nobody knew as it was never mentioned. I think sometimes how they are sold is a bit misleading and some may expect something like Ark to magically transform and have the quality of a first party product or that of a Rockstar but it's simply not going to happen.
One thing I am curious about is that when these games officially release do they sell many copies at that point?
Overall it seems a risky strategy limiting the amount of players at this point for a game that is going to rely on it's community for content and doesn't necessarily have a big audience to start with.
Overall the game looks great but what are the limitations for what you can make? I saw plenty of great content but all of it was incredibly short
@get2sammyb ''Hopefully it’s enough for everyone!'' That's what I'm hoping as well. I didn't get in the beta, and I signed up for this as well; correct ID and everything (they should really send out confirmation emails!). As long as there's way more copies available than the beta, it should be fine, I think. At least, as long as people don't buy it as a cheap ''pre-order'' and wait until the full release...
It's exciting, but the ''limited'' part worries me equally.
I don't like early access as a principal but I also know that this is a mahjor Sony investment that works so the risk to me as a consumer is low and I get to play with it early and help feed the hype train.
I am well into this!
Well done Sony for showing such long term faith in Media Molecule and Dreams, it's really looking like one of those historic titles that raise the bar.
Early access is a great idea so people like me who will probably get in eventually to try other creations and dabble in making something will have a large library ready made by the early access people, who are probably far more talented and have the time to create amazing things and give the game (platform?) justice.
I'm gunna buy em all, and create NOTHING.
@SirRealDeal I'm not really sure. I know that you're going to be able to build specifically for PSVR, but I imagine anything not built for VR will just be presented in Cinematic Mode.
@carlos82 Dreams doesn't rely on community content completely. It's three single player campaigns without community content.
I'd say the game will sell well on that alone simply because people who loved LittleBigPlanet will surely buy in.
I'd also say Dreams is going to be one of PS4's biggest sellers when all is said & done. Because of community content.
I dream big though.
@get2sammyb Thanks.
Did you or anyone you know create anything using Move controllers?
I saw the tutorials for motion controllers in the beta but never got around to watching them.
I suspect using Moves to create would work pretty well.
@SirRealDeal true but ultimately it's long term success will and I suspect it'll be marketed primarily as the creation tool. I'd like to think that Dreams would become a huge seller and I personally am looking forward to it but I can't see it being one of the top selling games on PS4
If some of the creations from the early access take flight on social media in the weeks leading up to the proper release, the game might market itself. It's a sensible decision.
@Knuckles-Fajita
@kyleforrester87 Going to get it but im really bad at making stuff. 😁
But i do believe the game has a place on the PS4 its great to see what people can create.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...