I am approaching the time when I will be able to release my current roguelike in development. It is the first true rl project I have undertaken. Now that I am at this point, I have been thinking about release schedules and the big question:
When to release?
One school of thought is to release early and often. This has the auspicious effect of building a community around the game who follow its progress and provide feedback. Another school of thought is to wait until it's finished or at least in the home stretch so that any people checking out the game would be impressed, blown away, etc. You 'capture' their imagination via that first impression.
The problem with the former approach is that some may check out the project and say, "This sucks," since maybe the game in its nascent stage will not be as impressive (ie the wow factor). Maybe that impression will be burned in their mind and it may take some persuasion to re-check out the project in its current stage, in a stage that may 'wow' them. It seems this approach is more often, but not always, utilized by indie studios, indie soloists, hobbyists, first-timers, etc.
The problem with the latter approach is that you may have an awesome, polished, wow-inducing game that nobody knows about. It seems this approach is utilized by AAA studios since they can advertise the hell out of it to television-droolers.
So what are your opinions? It can be in the general sense or specific to roguelike development. I've seen both extremes: games where the author(s) say, "All you can do is move around.... Yeah, it's just placeholder art, for now.... No, we haven't finalized the exact game mechanics...." and games that come out and blow you away.
Which is better? Does it even matter? (with respect to the final release)?