This is me splitting off a side conversation from the Star Citizen thread.
SenorBeef and myself had a slight disagreement (with a few dozen instances of spittle-flecked screaming invectives). He used Cyberpunk 2077 as a (supposed) example of bad, full-release games. I disagreed.
However, let me back up and discuss Early Access and why it might not be much beloved by a large portion of the audience. And also why I was using Cyberpunk 2077 as a good example of full-release games.
Early Access in theory can be applied to any genre of games. However, by nature Early Access games are almost always in a handful of categories, all of which have infinite or infinitely-repeatable content. Sandbox builders often make good Early Access candidates, for several reasons. First, they usually have little-to-no story. This is significant because story-heavy games usually involves careful pacing. Early Access turns that into a drip-feed of content. This isn’t the killing blow, but it does. If, like me, you liked Cyberpunk 2077, then compare the hypothetical where it was turned into Early Access and released in chunks over a year. Aside from really harming the open-world and exploration aspects, it also cuts off much of the story flow. Waiting three months to finish a quest chain would basically wreck the connection of player choices and emotional investment.
Second, Early Access games also have a tendency to simply be incomplete experiences. Significant, clearly-promised systems might never actually get implemented. Worse yet, there’s an annoying tendency for Early Access games to get into the market and then stagnate, where development never quite seems to take a major step forward.
Third, Just because a game is Early Access doesn’t mean it ever will actually receive bug-fixes. For example, Subnautica has critical bugs that were well-documented early, but for whatever reason the developers never bothered to fix them. For instance, even though I’m extremely positive about the game, I will never be able to finish it. In some environments there’s a weird glitch that turns my game into a slideshow, despite having played it on two different rigs, one of which can easily hit 75+ FPS on most modern titles. (…and as much as 30 FPS on the original Crysis!) This basically makes it unplayable and un-finishable. By contrast, Cyberpunk 2077, and The Witcher 3 before it, have received thorough post-release patches and fixes.
Does this mean that Early Access is just bad? Well, no. But in my mind, it’s also not actually Early Access. If you’re selling the game for money and I pay the money and then play it, it’s not Early Access, it’s just incomplete. I’m willing to try Early Access games, but I always have to consider that I should only pay if I’m willing to accept the experience as it is right now, not what I think I might get in the future. For example, I’ve had my eye on TemTem for awhile, and I might well decide to get it once I feel I’m confident playing the game with nothing more than what is available that day. And, IMHO, we should consider that a good practice but I don’t tell people what to do with their own money.
That all being said, what different companies mean by Early Access can be frustratingly vague, and frankly, I’m not really that interested in spending my limited time on Earth trying to second-guess their long-term intentions for a product. For some, and Early Access product is basically done and will receive some tweaks and a final few patches. For others, it’s a broken half-product that may be complete finished in several years. From a consumer perspective, calling both of these “Early Access” is not the best communication one could have. There’s also no way to really see where an Early Access product might be in terms of development other than to start asking around forums or otherwise trying to figure what’s worth the time.