Most of these are not A vs B scenarios. You've created a false choice.
gamelordofdeath said:
Is it better to slowly build community and devlogs, or to release finished game?
You need to BOTH build a community AND release games. Plural games.
The immature model is to make A game, usually then complaining and leaving it when it doesn't work out. The mature model is to release it again and again, improving it each time, and engaging the community with each release and re-release. Releases of expansions are a great way to do it once the core gets good.
gamelordofdeath said:
Is it better to make devlogs and show what are you adding to game when developing it, or is it better to develop game quietly and then release it and trailer?
Another false choice. Many successful projects find ways to do both. Those devblogs aren't meaningless, the good ones are part of a well-reasoned marketing strategy. That is, they are BOTH things, and often more besides. They are a way to build hype, a way to test ideas with fans, a way to explore options, a way to get feedback, in addition to building a community and to work toward a release.
gamelordofdeath said:
Only indie developers publish devlogs and build community when developing game.
Not true at all. Indie developers build their communities differently than major studios, but the major studios absolutely find ways to get the word out, find ways to steadily build hype both through technical channels and through marketing to the masses. Both and more, not an “or”.
gamelordofdeath said:
someone can steal your idea, make a copycat and release it before you because he has bigger team
Welcome to the jungle? Ideas are cheap and plentiful, execution is everything. If they can execute better on the idea and they catapult ahead, that's their rewards to seize. Sometimes many developers all produce amazing games and the entire game community is better as a result. If others out-compete you, that says more about you than about them.
The law protects implementation, not ideas.
Further, very often it isn't the first game exploring an idea that succeeds, or even the second or third. Usually it takes many iterations, often by competing companies escalating against each other, eventually someone finds the magic formula that becomes a breakout success.
For the rest of your items, bullet points rather than quoted blocks for easier
- you can get feedback about game and improve it, before releasing it
- you can build fans and popularity before release
- if you develop game slowly, people might lose interest and you will not gain anything from the devlogs
- you have to spend time and money to make devlogs and to market them
All of these are marketing decisions. You can get feedback through private focus groups, through closed betas, and through a phased release. You can build popularity in many ways, that's part of a marketing plan. Your marketing plan always needs to consider pacing and surrounding events; you want to time them so people can have excitement, and also avoid clashing with other big announcements and obvious trade shows.
- What is better and why:
- develop game quietly then release the game and trailer, promote the game
- develop game quietly but show few trailers during development (this is what Rockstar North is doing with GTA)
- develop game in open way, have devlogs, regular posts about things added to game, then after few years release game or release in early access
All off them are better. They need to be part of a marketing plan. You develop that marketing plan through market research. These are all part of very basic, fundamental business development that are essential for developing a business. If you aren't doing them you're making a game, not developing a business.
- Also is it good to use early access or better to finish game?
Depends on your marketing plan. Pros and cons to both. For small developers usually it is better to have repeated iterative releases.
gamelordofdeath said:
Wealthy rich corporation that develops games has big budget, so after they steal my idea, they will be able to execute it better and faster. I will lose.
This is mostly irrational. Your game won't be that successful. It will take you many iterations to make a game that is that good. If you genuinely do create a genre-breaking or genre-creating product (which is extremely rare) then yes, you'll have competition but it is green field, your growth is limited only by your own creations. It is NOT a zero-sum game where their sales somehow steal yours.
gamelordofdeath said:
How will I prove I created the assets and idea? What if they will claim that I stole assets from them?
What you describe usually isn't a problem, just an imagined fear.
Either way, you absolutely should be talking with a business lawyer to protect your IP rights. That's not an optional thing, but an essential business task.
gamelordofdeath said:
This legal process will cost between 5000 to 15000 dollars. How will I get this money? And the court might say that they stolen the assets and they have to pay me 1000 dollars.
Your numbers there are nonsense.
As for where you get the money, the typical sources are the 3 F's: Friends, Family, and Fools.
This 3-page article was on the site over 20 years ago, but directly applies to your situation. What you describe fits the “amateur” side on all three of pages, not the “professional” side. Some of the words have changed over the decades, the “shareware” model was generally replaced with “freemium”, but the concepts remain solid.