So i didn't post yesterday, and for good reason. I was out in the desert with my son doing some Boy Scout camping trip. Now this trip had a fair number of boys aging from 10-16. A wonderful demographic of Xbox owners maybe?
Yes, they were mostly Xbox owners, and they also had Live accounts. Woohoo! i have hit a jackpot here. Let me find out what they know about Xblig as i pimp my wares. And whaddya know... They didn't know anything about Xblig. I also had to describe where the tab is now in the New dash, so that made it harder. The main point here is they didn't know about it. Not one of them. Made me a bit sad to be honest. how am i supposed to sell to people that don't even know the channel exists, never mind my game.
At this point i think the whole marketing thing is overhyped. I have spent more time and money on marketting my game in a channel that noone knows exists. Done.
Laters
Showing posts with label marketing. Show all posts
Showing posts with label marketing. Show all posts
Sunday, November 7, 2010
Thursday, October 21, 2010
All Games Are Crap part 2
Not content with writing about games being crap just once. I home come back to do it again.
So if it isn't the good or bad in games that allow them to do well, what could it be. Why is it that some games do so well compared to others in the same or similar fields. Well to start with i want to say, advertising. Yup, as simple sounding as that is, it is not simple. In fact there are many aspects to advertising a game. From the posters and artwork you see, to screenshots and carefully leaked ideals of gameplay that the new game brings. some may say that advertising (and marketing) do not play a huge role in the selling of a game. I have to refute that idea right away. Why would a large publisher spend 2 million dollars advertising and promoting a game if it did not need to?
In the end a game must be seen by the potential buyer to actually get them to buy it.
Of course advertising a game that has a big 30 million dollar budget is a nescessity, as seen by the huge budgets i just mentioned. What would the sales be like of Darksiders for example if they had not spent so much on blanket advertising and marketing. Just getting that game to E3 must have cost a fortune, and in theory that is just an industry event (yeah right!).
Of course we have a microcosm in the Xblig area. Though all the devs know that visibility is still the key component in selling games, whether they be bad or not is less relevant. Having 10K downloads and selling just 5% is much better than 2K downloads and selling 20%. Of course i do believ something else...
Quality of presentation and gameplay, including music makes a better conversion rate.
This also includes crap games. It is possible to have a simple game that will do well because of it's presentation. I would offer up a particular Avatar game as evidence, but they have had plenty of press recently. The point is that it looks nice enough, the gameplay is ridiculously simple. Yet their conversion rate is high, and why not.
So what can Xbligs do to get the word out about their game? That is a good question and i have been working very very hard this year to try and get word out. I have failed, but i try. One recent group has apparently resorted to publicising their new application by ridiculing the Xblig community through Kotaku. this appears to be a brilliant move. Unfortuneatly i am not very good at that good cop bad cop and being the bad guy thing.
So far the only answer i have to the visibility is to have an Avatar in the title and game. so i will continue to play with them until i have a good game to put them in. I cannot just put them in for the sake of it, like a number of current Avatar games have.
Well thats all from me, Get a huge budget and maybe it will pay off, i have tried spending, but cannot seem to find the Xblig buyers.
Good luck to everyone else
G'night
So if it isn't the good or bad in games that allow them to do well, what could it be. Why is it that some games do so well compared to others in the same or similar fields. Well to start with i want to say, advertising. Yup, as simple sounding as that is, it is not simple. In fact there are many aspects to advertising a game. From the posters and artwork you see, to screenshots and carefully leaked ideals of gameplay that the new game brings. some may say that advertising (and marketing) do not play a huge role in the selling of a game. I have to refute that idea right away. Why would a large publisher spend 2 million dollars advertising and promoting a game if it did not need to?
In the end a game must be seen by the potential buyer to actually get them to buy it.
Of course advertising a game that has a big 30 million dollar budget is a nescessity, as seen by the huge budgets i just mentioned. What would the sales be like of Darksiders for example if they had not spent so much on blanket advertising and marketing. Just getting that game to E3 must have cost a fortune, and in theory that is just an industry event (yeah right!).
Of course we have a microcosm in the Xblig area. Though all the devs know that visibility is still the key component in selling games, whether they be bad or not is less relevant. Having 10K downloads and selling just 5% is much better than 2K downloads and selling 20%. Of course i do believ something else...
Quality of presentation and gameplay, including music makes a better conversion rate.
This also includes crap games. It is possible to have a simple game that will do well because of it's presentation. I would offer up a particular Avatar game as evidence, but they have had plenty of press recently. The point is that it looks nice enough, the gameplay is ridiculously simple. Yet their conversion rate is high, and why not.
So what can Xbligs do to get the word out about their game? That is a good question and i have been working very very hard this year to try and get word out. I have failed, but i try. One recent group has apparently resorted to publicising their new application by ridiculing the Xblig community through Kotaku. this appears to be a brilliant move. Unfortuneatly i am not very good at that good cop bad cop and being the bad guy thing.
So far the only answer i have to the visibility is to have an Avatar in the title and game. so i will continue to play with them until i have a good game to put them in. I cannot just put them in for the sake of it, like a number of current Avatar games have.
Well thats all from me, Get a huge budget and maybe it will pay off, i have tried spending, but cannot seem to find the Xblig buyers.
Good luck to everyone else
G'night
Thursday, September 23, 2010
So Busy
When a game is about complete or is completing, it is a very busy time for any dedicated developer. Every time i come to this period i am amazed how little sleep i get and how hard i am working. This time also much worse than any time before.
Although i already have 3 titles out on Xblig this is the one i have put the most surounding effort into. What i mean by that is Pellmell is the game i spent developing with the most effort (expect an update soon to bring that prixe down!!). A Shooter is the one that has been in development for the longest time. Though a lot of that time can be attributed to the Kickstarter project and me trying hard to get more in than any sane man can.
So every time i put out a game i learn a little more about what marketing is. I come up with new ideas. Some don't pan out, like the kickstarter project, or the demo days at a local Gamestop. Still i have a need to try and help my game succeed. I see too many good games on Xblig fail for some inexplicable reason, and then there is the otehr side where i see crapplications and barelygames do ridiculously well. So i figure the more i can do to get the word out the better my edge is, the stronger hand i hold at the start of the release. However it is hard work and requires a real commitment. 3 hours of fixing up an Excel sheet with email addresses etc for contacts in the press is nothing really. Yet i believe that more than 90% of games that come out on Xblig have no support or marketing whatsoever.
So each time i put a game out and learn more of what can be done to promote my game, the more time the next one takes upon completion as i put that new found knowledge into action. Lets hope that the Competition i am going to run will place me above the crapplicaions at least on the downloads page.
One day i really hope to expand the number of games i do and also the size and scope of those games.
What will be next i wonder... Steam? A New Title?
Time will have the answer, as it always does.
At least today my internet is working again, yay!
Although i already have 3 titles out on Xblig this is the one i have put the most surounding effort into. What i mean by that is Pellmell is the game i spent developing with the most effort (expect an update soon to bring that prixe down!!). A Shooter is the one that has been in development for the longest time. Though a lot of that time can be attributed to the Kickstarter project and me trying hard to get more in than any sane man can.
So every time i put out a game i learn a little more about what marketing is. I come up with new ideas. Some don't pan out, like the kickstarter project, or the demo days at a local Gamestop. Still i have a need to try and help my game succeed. I see too many good games on Xblig fail for some inexplicable reason, and then there is the otehr side where i see crapplications and barelygames do ridiculously well. So i figure the more i can do to get the word out the better my edge is, the stronger hand i hold at the start of the release. However it is hard work and requires a real commitment. 3 hours of fixing up an Excel sheet with email addresses etc for contacts in the press is nothing really. Yet i believe that more than 90% of games that come out on Xblig have no support or marketing whatsoever.
So each time i put a game out and learn more of what can be done to promote my game, the more time the next one takes upon completion as i put that new found knowledge into action. Lets hope that the Competition i am going to run will place me above the crapplicaions at least on the downloads page.
One day i really hope to expand the number of games i do and also the size and scope of those games.
What will be next i wonder... Steam? A New Title?
Time will have the answer, as it always does.
At least today my internet is working again, yay!
Sunday, May 23, 2010
Work and Thoughts
So now A Shooter has it's sounds in. Yes it is true, we finally got a few collection sounds into the game. It seems complete, though i am sure there is somewhere that the sound isn't correct. Maybe i will catch it when i do real playthroughs.
uff, my typing is so much worse tonight than usual, and it is never great :S... bah!
The game is about ready to enter Playtest for maybe once more. It is hard to tell how much more i can afford to put into this title. I am ramping up production on my marketing strategies and stuff.. So many things to do and try and get done. Yikes! Still it was too windy today to spray paint my console tower (the one i will use for demoing my game live outside of Gamestop!).
Here is a link i found funny.
Playstation3
I emailed a guys about the possibility of doing me some Company music. I really want a track that reminds people of 'Live and Let Die' from the Bond movie of the same name. time will tell if he can do it, and if i can afford it. Sure hope i can afford it, it will be coolio!
Not quite sure what else to say, except wait and see what i hope to have up my sleeve very soon!
Indie Devs ftw!
g'night
uff, my typing is so much worse tonight than usual, and it is never great :S... bah!
The game is about ready to enter Playtest for maybe once more. It is hard to tell how much more i can afford to put into this title. I am ramping up production on my marketing strategies and stuff.. So many things to do and try and get done. Yikes! Still it was too windy today to spray paint my console tower (the one i will use for demoing my game live outside of Gamestop!).
Here is a link i found funny.
Playstation3
I emailed a guys about the possibility of doing me some Company music. I really want a track that reminds people of 'Live and Let Die' from the Bond movie of the same name. time will tell if he can do it, and if i can afford it. Sure hope i can afford it, it will be coolio!
Not quite sure what else to say, except wait and see what i hope to have up my sleeve very soon!
Indie Devs ftw!
g'night
Sunday, May 16, 2010
1000 Pieces of software
Today the news came in that XLIG now has a 1000 pieces of software on it. Simply amazing. I was also informed that this mean't that 1.8 games a day was being produced for the channel from it's inception.
This is truly amazing that this much could have been created by people and placed on this successful service.
However, it makes me wonder a few things.
So I called it all software, to avoid the distinction of calling everything an App (bad word on xblig), and the Games would have taken umbridge at that too. So Xblig is full of games and applications.
oh my wonderings...
1. How many games are there on Xblig?
2. Therefore how many are apps?
3. Which gives the channel more press coverage (remember there is no such thing as bad press!)
4. If the average is 1.8 a day. Who has been writing software and publishing it that took less than 11 hours to create? I am sure there are some examples out there, i could name a few but i won't.
5. Will i also get lucky or something and get one of my games in lights? Or do i already need a name to make a name?
6. Should I jump on the Avatar / Zombie etc bandwagon. This is one of those questions that so many Developers are asking at present. I am also asking myself... And , yeah.. I sort of hate myself for it.
7. Should I just go sensationalist with my next game?
Too many questions, too many choices... And if you get off to a good start when released, you are so much more likely to be successful. anything that misses that early boat, for whatever reason is probably doomed. sometimes you cannot control the tide..
8. When will i be able to control the release date of my game. This is still so freakin STUPID. I have money and prizes and promotions to setup and I cannot truly set them up properly till I know when the game is to come out. Give me some control. I know most of the developers couldn't give a hoot. They do not advertise Xblig, they do not advertise their game.. Hell most don't even do a stinking poor attempt at video. But some devs care, some have the understanding of marketing. Some need just a bit more help.. Please?
g'night
Voodoochief
This is truly amazing that this much could have been created by people and placed on this successful service.
However, it makes me wonder a few things.
So I called it all software, to avoid the distinction of calling everything an App (bad word on xblig), and the Games would have taken umbridge at that too. So Xblig is full of games and applications.
oh my wonderings...
1. How many games are there on Xblig?
2. Therefore how many are apps?
3. Which gives the channel more press coverage (remember there is no such thing as bad press!)
4. If the average is 1.8 a day. Who has been writing software and publishing it that took less than 11 hours to create? I am sure there are some examples out there, i could name a few but i won't.
5. Will i also get lucky or something and get one of my games in lights? Or do i already need a name to make a name?
6. Should I jump on the Avatar / Zombie etc bandwagon. This is one of those questions that so many Developers are asking at present. I am also asking myself... And , yeah.. I sort of hate myself for it.
7. Should I just go sensationalist with my next game?
Too many questions, too many choices... And if you get off to a good start when released, you are so much more likely to be successful. anything that misses that early boat, for whatever reason is probably doomed. sometimes you cannot control the tide..
8. When will i be able to control the release date of my game. This is still so freakin STUPID. I have money and prizes and promotions to setup and I cannot truly set them up properly till I know when the game is to come out. Give me some control. I know most of the developers couldn't give a hoot. They do not advertise Xblig, they do not advertise their game.. Hell most don't even do a stinking poor attempt at video. But some devs care, some have the understanding of marketing. Some need just a bit more help.. Please?
g'night
Voodoochief
Labels:
advertising,
marketing,
promotion,
questions,
XBLIG
Thursday, May 13, 2010
the Big Daddio steps up
He sent me a sprite sheet today for his Drone Bee. This is a sprite that he will be using in his upcoming game (no name as yet). I have already placed it into the game and given him a mention on the credits page. I do have to say that I am very excited by this. A few other Devs have talked to me, but none have gone and sent me a sprite so far. I hope to have 3 other Dev game sprites in my game by the time it ships. We shall see if that is possible.
Here is what ya have been waiting for, pictures of the Bee in question and the credit I have so far given. I hope this does something, I am not sure what. Though what do we really have to lose?
Here is what ya have been waiting for, pictures of the Bee in question and the credit I have so far given. I hope this does something, I am not sure what. Though what do we really have to lose?
It looks smaller on this shrunk picture, but it the bee swerves up and down across the screen fairly quickly, animating those buzzy wings as it goes. It is worth 20K points and a really nice full screen (nearly) effect.
This is my current work in prgress credits screen. Shrunk once more for the internet. I am Hoping that theBigDaddio can name his game before A Shooter goes to Review, sometime in the future.
So one down, hopefully 2 more to come. Three is what i feel i have the room and patience for. Patience to put into the game and test.
G'night.
Labels:
devs,
dronebee,
marketing,
thebigdaddio
Wednesday, May 12, 2010
Cross XBLIG marketing Idea
Some of my fellow developers are awesome... Yes, not all!
Anyway i am going to try something a little different in A Shooter, that is to put in a sprite from other devs upcoming games. Presuming they want this. So..
Get a sprite from their upcoming title, Place it into my game somewhere. my example is a bee from an upcoming shooter, place it into a couple of levels as a simple collectable.
Then put a special section into my credits page. Something like, 'Special Appearances', 'Bee from upcomingshooter'
This sounds cool to me, not sure if it can generate any hype, but one never knows.
Anyway i am going to try something a little different in A Shooter, that is to put in a sprite from other devs upcoming games. Presuming they want this. So..
Get a sprite from their upcoming title, Place it into my game somewhere. my example is a bee from an upcoming shooter, place it into a couple of levels as a simple collectable.
Then put a special section into my credits page. Something like, 'Special Appearances', 'Bee from upcomingshooter'
This sounds cool to me, not sure if it can generate any hype, but one never knows.
Labels:
credits,
developers,
marketing,
XBLIG
Tuesday, May 11, 2010
Wheres me Pen Drive?
It was a good ay today. Though the pain in my shoulder has not sibsided at all, I got a good nights sleep (thanks vicodin). Then today i really wanted to start on the collection of items for my marketing campaign.
So at lunch time my partner Paul drove me to Dave High Inc in Simi valley. My aim was to talk to them there about making me T-shirts and Hats with my company logo on them. I figured it would take like a couple of minutes, maybe even 5.
One hour later we left Daves shop. This guy rocks, and is talented and knowledgable. He had a lot of different style prints to show me and we got chatting about his history in animated movies and more. It was a great time and both me and Paul enjoyed meeting him, oh Dave is the owner of the shop :) while I was there I used my Pen drive to show him my artwork. And of course we left it when we went to get lunch. DOH! One final note is that Dave showed us a lot of his artwork, this guy is amazing. I am hopeful that I might at some point get him interested in doing some artwork for one or more of Sorcerygames books.
Today was a day when I got more artwork from Terry my artist for A Shooter. He has been working on the player ship. The first iteration i didn't care for and I got to explain that i wanted the player ships to look like they are made by a different race of creatures. I compared Klingon design with Federation design. Which he took in his stride and toady produced a lovely player ship. YAY!
So at lunch time my partner Paul drove me to Dave High Inc in Simi valley. My aim was to talk to them there about making me T-shirts and Hats with my company logo on them. I figured it would take like a couple of minutes, maybe even 5.
One hour later we left Daves shop. This guy rocks, and is talented and knowledgable. He had a lot of different style prints to show me and we got chatting about his history in animated movies and more. It was a great time and both me and Paul enjoyed meeting him, oh Dave is the owner of the shop :) while I was there I used my Pen drive to show him my artwork. And of course we left it when we went to get lunch. DOH! One final note is that Dave showed us a lot of his artwork, this guy is amazing. I am hopeful that I might at some point get him interested in doing some artwork for one or more of Sorcerygames books.
Today was a day when I got more artwork from Terry my artist for A Shooter. He has been working on the player ship. The first iteration i didn't care for and I got to explain that i wanted the player ships to look like they are made by a different race of creatures. I compared Klingon design with Federation design. Which he took in his stride and toady produced a lovely player ship. YAY!
Player #1 ship
Lovely isn't it. I liked this ship and am now so excited to see the other players ships. I just need to get my color chart to Terry. I will do that later tonight. the other graphics he gave me are also nice and are already in the game. I hope tonight we can sort out the audio balance isues and add a couple more Sfx in the game.
Laters
Saturday, May 8, 2010
Marketing Where art Thou
The game in nearing completion. I know you have heard that before. But every day that goes by makes it more complete. When will it truly be ready. Well once i have the last few things sorted. At the moment that list is quite short.
Global High Scores
New Graphics
More balancing tweaks.
Yeah, still not got to finish the global high scores. I need to spend that money on a second creators account, and then hope that will sort out some of my issues. Noone has responded to my XNA forum posts about my issues, so it is go it alone time. I really just need time and that bit of money spending. with all the network experience I have, it should be easy enough to fixup watever is wrong. Even though this is not my code.
New graphics are coming along and I am putting them in slowly. at the moment slowly is an ssue i face in everything. Ahh well.
Balancing is something that is never done. A job I guess. It will be as good as it is when it goes live. But at the moment I am quite confident the balance is pretty darned good.
Still i put more tweaks in today, balance and graphics wise. The game is getting there.. so i need to get on with marketing.. But now my arm hurst (shoulder).. so the title of this post will have to wait to be fulfilled tomorrow.
g'night.
Global High Scores
New Graphics
More balancing tweaks.
Yeah, still not got to finish the global high scores. I need to spend that money on a second creators account, and then hope that will sort out some of my issues. Noone has responded to my XNA forum posts about my issues, so it is go it alone time. I really just need time and that bit of money spending. with all the network experience I have, it should be easy enough to fixup watever is wrong. Even though this is not my code.
New graphics are coming along and I am putting them in slowly. at the moment slowly is an ssue i face in everything. Ahh well.
Balancing is something that is never done. A job I guess. It will be as good as it is when it goes live. But at the moment I am quite confident the balance is pretty darned good.
Still i put more tweaks in today, balance and graphics wise. The game is getting there.. so i need to get on with marketing.. But now my arm hurst (shoulder).. so the title of this post will have to wait to be fulfilled tomorrow.
g'night.
Labels:
a shooter,
colorblind game shooter,
completion,
marketing,
XBLIG
Tuesday, April 20, 2010
Marketing - Something new
I am a big fan of creativity. One of the big reasons i do these Indie games. I get to be creative. Now creativity for me, does not stop at creating games. I try to incorporate creative thiknking in all my walks of life. From helping my kids to housework to erm... Anything really. So what is the point of this post then? I did mention marketing...
Marketing is one of those areas that I feel I can be creative in. I am the first person I know on XBLIG to go to his local gamestop and give them flyers to put in the bags of anyone buying an Xbox game for example. well each time it comes to the marketing section of my game I have to try and come up with something new. Something that could give me an edge, something that will hopefully be informative or just plain fun. Some ideas have not really worked. Like paying for advertising on Xbox sites. A little disappointing, but we ARE the little service that could.
So marketing strats... What is important?
It is important to advertise the Service, the Xbox and also my own Game. Now the order is more interesting, as to which is really the most important ? I am sure most of you reading this think that my game is the most important, but i beg to differ. And here is my rationale. If i advertise just my game, then people might not know abuot the service, and beyond that might not really have a good reason to buy an xbox360. So here is my pecking order and why...
1. Xbox360 - I place this prominantly because without an Xbox I have no sale. So more stuff with the Xbox logo on it must be good for selling more Xboxs and therefore more potential customers for my games.
2. XBLIG - This one is about awareness. We know that a relatively small percentage of those 20 million live users go to XBLIG, we know a lot of people are not aware of it. So once again, growing our customer base is of great import.
3. My Company - Yes, still not the game. Promoting my company could have all sorts of side benefits, from people following this blog to people possibly hiring me for my work. It is also one of the reasons my games have to be of a high quality for the service. Self promotion is BIG, and should not be taken lightly by any company. Ever seen the big boys advertising themselves ? Yes, all the time huh! We need to do the same.
4. My Games - Yup... Last, but not least. Using this games advertising is a vehicle, a vehicle that carries not only itself but also my company and the XLIG service and also the Xbox, which i should include Microsoft as well i guess. But it doesn't stop there, because everyone on the XBLIG service could benefit from my advertising. We are ALL in this Together! Be positive and be Proud.
So here I am nearing the end of another dev cycle on my own game. It must be time to come up with something new to try. I am sure that is really why you are reading this article...
NEW...
I am planning on doing a Live test of my new game at the Local Gamestop. I am intending to setup my Xbox and my 'A Shooter' game at the Shop and let people test it while i watch. This is a great way to grab some info about your game. I will allow people to play my XBLIG game before it is finished, right there in the Shop. I am hoping that i can get some promotion from the shop before i do this, but i do not yet think that is required. Yes it is a 1 dollar game, but the exclusivity is enormous. I will most likely alter my game in some subtle ways after this kind of witnessed playtest as well.
I know you might be thinking that this won't help anything, but maybe the quality of my game. But I believe this will help everyone. You saw my priority list, and this will advertise in exactly that order. What I need is a bunch of stuff ready though. Like my Corporate logo big enough to be seen, an Xbox logo, Game logo etc all on big enough card to be seen easily. Same goes for the XBLIG logo.. Though I am sure I will need permission for that one. So this isn't going to happen next week.
One of the things I will do to promote the game while doing this is having flyers that people can fill out with their name or gamertag or whatever they want. I will then have a special credits screen for anyone who fills out a flyer. This means they will then have a personal stake in the game. hich i hope will at least get them to download it when it goes live. It is also a way for me to get a mailing list for people interested in my games. Everyone should know how golden they are.
Once i get this more formulated and setup i will post again. I am Truly excited about this new campaign idea. I hope you are too.
any Comments? Opinions? Diggs maybe ?
Laters
Marketing is one of those areas that I feel I can be creative in. I am the first person I know on XBLIG to go to his local gamestop and give them flyers to put in the bags of anyone buying an Xbox game for example. well each time it comes to the marketing section of my game I have to try and come up with something new. Something that could give me an edge, something that will hopefully be informative or just plain fun. Some ideas have not really worked. Like paying for advertising on Xbox sites. A little disappointing, but we ARE the little service that could.
So marketing strats... What is important?
It is important to advertise the Service, the Xbox and also my own Game. Now the order is more interesting, as to which is really the most important ? I am sure most of you reading this think that my game is the most important, but i beg to differ. And here is my rationale. If i advertise just my game, then people might not know abuot the service, and beyond that might not really have a good reason to buy an xbox360. So here is my pecking order and why...
1. Xbox360 - I place this prominantly because without an Xbox I have no sale. So more stuff with the Xbox logo on it must be good for selling more Xboxs and therefore more potential customers for my games.
2. XBLIG - This one is about awareness. We know that a relatively small percentage of those 20 million live users go to XBLIG, we know a lot of people are not aware of it. So once again, growing our customer base is of great import.
3. My Company - Yes, still not the game. Promoting my company could have all sorts of side benefits, from people following this blog to people possibly hiring me for my work. It is also one of the reasons my games have to be of a high quality for the service. Self promotion is BIG, and should not be taken lightly by any company. Ever seen the big boys advertising themselves ? Yes, all the time huh! We need to do the same.
4. My Games - Yup... Last, but not least. Using this games advertising is a vehicle, a vehicle that carries not only itself but also my company and the XLIG service and also the Xbox, which i should include Microsoft as well i guess. But it doesn't stop there, because everyone on the XBLIG service could benefit from my advertising. We are ALL in this Together! Be positive and be Proud.
So here I am nearing the end of another dev cycle on my own game. It must be time to come up with something new to try. I am sure that is really why you are reading this article...
NEW...
I am planning on doing a Live test of my new game at the Local Gamestop. I am intending to setup my Xbox and my 'A Shooter' game at the Shop and let people test it while i watch. This is a great way to grab some info about your game. I will allow people to play my XBLIG game before it is finished, right there in the Shop. I am hoping that i can get some promotion from the shop before i do this, but i do not yet think that is required. Yes it is a 1 dollar game, but the exclusivity is enormous. I will most likely alter my game in some subtle ways after this kind of witnessed playtest as well.
I know you might be thinking that this won't help anything, but maybe the quality of my game. But I believe this will help everyone. You saw my priority list, and this will advertise in exactly that order. What I need is a bunch of stuff ready though. Like my Corporate logo big enough to be seen, an Xbox logo, Game logo etc all on big enough card to be seen easily. Same goes for the XBLIG logo.. Though I am sure I will need permission for that one. So this isn't going to happen next week.
One of the things I will do to promote the game while doing this is having flyers that people can fill out with their name or gamertag or whatever they want. I will then have a special credits screen for anyone who fills out a flyer. This means they will then have a personal stake in the game. hich i hope will at least get them to download it when it goes live. It is also a way for me to get a mailing list for people interested in my games. Everyone should know how golden they are.
Once i get this more formulated and setup i will post again. I am Truly excited about this new campaign idea. I hope you are too.
any Comments? Opinions? Diggs maybe ?
Laters
Labels:
a shooter,
advertising,
ideas,
marketing,
sorcerygames,
XBLIG,
xna
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