Game On: ‘Early access’ games can be a ripoff or a sweet deal
![“Spellbreak” is a multiplayer action game featuring elemental spell-casting. It released via early access on Sept. 3 on Windows PC, PlayStation 4, Xbox One and Nintendo Switch. (Proletariat)](https://thumb.spokesman.com/uO6q6eDqVn9RLDznlEJuDvMVKgE=/600x0/media.spokesman.com/graphics/2018/07/sr-loader.png)
If you’ve spent any time perusing the Steam storefront, you’ve probably seen the words “early access” or “pre-alpha” next to a game’s title. There’s boatloads of high- and low-profile examples of these games, with the likes of “Fortnite” only dropping the phrase early access from its title in June after carrying it for nearly three years. “Ark: Survival Evolved” used the early access model, and have you perhaps heard of a little game called “Minecraft?”
So what does early access mean? The cynical side of me might say it’s a game developer’s way of suckering people into testing their game for them. A more optimistic angle would be that it allows gamers to get an early taste of what’s to come, playing an incomplete but functional game and providing feedback that will likely influence the final product.
Honestly? Both angles have some truth to them. Traditionally, video games are tested in-house by paid professionals who sink countless hours into the game attempting to break them so the developers know what needs fixing before the title hits store shelves. The early access model flips that on its head, instead putting the task on gamers who buy in. It’s worked well for indie developers with little cash flow, allowing games like “Deep Rock Galactic,” “Spellbreak” and, yes, “Minecraft” to get off the ground.
The idea of “Minecraft” being indie is a funny statement now given it has since become the bestselling video game of all time. But in 2009, it was the passion project of one man who couldn’t quit his day job – Markus Persson put the game on the internet and asked for a measly $15 to buy it then and forever. I was among the first million players to buy in, and it’s the best $15 I’ve ever spent.
That value is all because millions of other people did the same as me, allowing Persson to quit his day job, hire extra helping hands and create Mojang Studios to take the development of “Minecraft’’ to the finish line. Throughout development, Mojang heeded player feedback, stamping out bugs in the coding and adding hundreds of new features along the way. This communal relationship between the developer and its players persists to a small degree even today.
That’s the good side of early access – what about the bad? In 2014, “Earth: Year 2066” was released in a state so incomplete it was largely unplayable, forcing Steam to offer refunds to thousands of disappointed players. “Star Citizen” combined the early access model with Kickstarter crowdfunding back in 2013, and the game still isn’t done.
I’m undecided on “Spellbreak,” a fantasy-themed battle royale title featuring spell-casting wizards that entered early access on Sept. 3. Like others in its genre such as “Call of Duty: Warzone,” “Fortnite” and “Apex Legends,” the game is free-to-play, banking on its monetized cosmetics to make ends meet. All those games have made millions of dollars from gamers who just want their in-game character to look cool. Maybe I’m too pragmatic because I don’t mind sticking with the default gear if it’ll save my wallet.
“Spellbreak” is no exception for me, especially because your character’s surroundings are incredibly dull. The basic combat mechanics are excellent – flying through the air hurling boulders and projecting bolts of lightning at other online players until only one person remains is delightfully intense. In a genre saturated with guns and modernity, “Spellbreak’s” fantastical take on the battle royale formula is a welcome change.
The canvas is there, it just needs a few coats of paint and some polish. I’d wager it’s a couple of years away from completion. I burnt out on “Fortnite” within months of its early access release, and I haven’t touched the completed product. Unfortunately, my experience with “Spellbreak” might be the same.
Is that a criticism of the early access model or a critique of my short attention span? Maybe a bit of both. I see no ethical issues with free-to-play games using the early access model because there’s no drawback for the consumer – if you don’t like it, you uninstall the game, and all you’ve lost is a few hours of your time. As for early access titles that ask for money upfront, your best bet is research – if the game has been stuck in so-called development hell for several years a la “Star Citizen,” I’d recommend giving it a wide berth.