Everyone has their oppinion about a game. It doesn't even matter what that game is. Everyone has an opinion, whether it is good, bad or just meh! What is interesting as a designer is looking at all the comments you are given for your own game. Trying hard to acertain what all these opinions mean. Trying hard the whole while to put togther an image of what your game might look like. To different demographics and such.
I have heard so many comments lately about one person not liking this or that about a game. These observations were queued to the fact that the Indie games in question did not do very well. What i find interesting is that if you asked these people to give an opinion on the 60+ dollar AAA titles that they continue to buy, i am very very sure they would say pretty much the same stuff. However these AAA titles did very well thank you, AND they were Not a dollar to buy.
In the end there is only one conclusion, all games have their annoying or bits that are sub standard. However it is a very subjective area and from 20 people you would most likely get 5-10 different opinions, some total opposites to each other.
So are all games crap? Noooo, not by a long shot. But neither are they perfect, there are alsways flaws in them, flaws that cannot be taken out as taking them out would just get anotehr group of people to feel that was now flawed. I guess as a designer there is only one final choice. Stick with what you believe in, and listen by all means. Only, take all the advice and add it up. If it balances out, then you must be doing something right.
G'night
Showing posts with label opinion. Show all posts
Showing posts with label opinion. Show all posts
Tuesday, October 19, 2010
Wednesday, June 2, 2010
Helping Xblig
I have spent a lot of time trying hard to figure out the best way to get the word that there is god stuff on Xblig out there. Heck, i am busy right now working on as many avenues as i can, as many leads as i can... following them hoping that one of these methods i come up with might just possibly lead to people visiting Xblig, and of course my games.
Everyone stands to benefit from more people going to the Xblig tab though on their Xbox. I am sure you have some doubts. I do not and here is why:-
1. There are some great games on Xblig
2. Players can come look and get a game they will enjoy for a rock bottom price
3. The developers will make more sales and more money, so are likely to stay around and do another great game.
4. MS makes money from the sales too, therefore solidifying Xbligs place in the grand scheme of MS and Xbox things.
It is ALL win. I do not se a particularly bad situation. So what do we need? We need more people/players visiting the Indie games section of their dashboard. This is of course the part i have struggled with. spending way too much brain power on this problem. I am one of those developers that actually spends money on advertising. I also spend money on other types of promotions. I have some of my original ways of advertising listed somewhere in this blog. However none have so far proved useful. So how do i get more people to lok at my games. I have a great conversion rate, but i need more downloads.
Here is the latest idea i have. It does fall onto MS shoulders, and not developers. so far to be a dev and get the word out for Xblig is virtually impossible. so it must logically fall to whoever can make a difference. MS can do this. Though people have realised this and i have read numerous posts how MS should do this or that to save Xblig. I do not really agree with them. Or at least not whole heartedly. Mainly as they are all asking for too much. We need Leaderboards.. well with leaderboards come great responsibility. No way can peer reveiwers check to see if the game is pinging the servers too often etc. So that is out. Next up is the give us Achievements crowd. This is also not gonna happen. There is back end that would need to be done, and peer reveiwers again would have to check that it all worked as designed. This is a very tall order.
So what do i suggest that MS do i hear ya moan?
They give us some tiny Gamerscore. We do not hand it out. We do not control it. Therefore there is no XNA or C# changes required. So what is it exactly ?
Whenever anyone buys an Xblig game, they some small amount of gamerpoints.
1 dollar games get 5 points
3 dollar games get 10 points
5 dollar games get 15 points.
This could all be controlled by MS, behind the scenes for the most part. the values i choose are low compared to what you can get out of a full priced game for example. 1000 points in a 60 dollar game is good value. 200 points form an XBLA 15 dollar game is great too.
Yes people could look at this as buying points, but what are they doing when they buy 60 dollar games? Those first few points are always giveaways (10G you finished your first level etc).
I am sure some people will think this bad. But it is a relatively easy thing for MS to create. It should lead to a lot more interest in the Xblig area. Just look at all those sites that tell you the easiest games to garner gamerpoints from. I think the interest level for Xblig would go up. I think coverage on these sites would happen. who would really lose out? MS would get their 30% and Xblig devs would get their 70%.
Seems to me like a possible Win-Win situation. Now all i need to know is how to ask MS about it :O
Let me know what y'all think.
Laters
Update:-
theBigDaddio showed me this Link talking about exactly this kind of thing and all the noise that surrounds it. Thanks mate!
Achievements for Xblig
Everyone stands to benefit from more people going to the Xblig tab though on their Xbox. I am sure you have some doubts. I do not and here is why:-
1. There are some great games on Xblig
2. Players can come look and get a game they will enjoy for a rock bottom price
3. The developers will make more sales and more money, so are likely to stay around and do another great game.
4. MS makes money from the sales too, therefore solidifying Xbligs place in the grand scheme of MS and Xbox things.
It is ALL win. I do not se a particularly bad situation. So what do we need? We need more people/players visiting the Indie games section of their dashboard. This is of course the part i have struggled with. spending way too much brain power on this problem. I am one of those developers that actually spends money on advertising. I also spend money on other types of promotions. I have some of my original ways of advertising listed somewhere in this blog. However none have so far proved useful. So how do i get more people to lok at my games. I have a great conversion rate, but i need more downloads.
Here is the latest idea i have. It does fall onto MS shoulders, and not developers. so far to be a dev and get the word out for Xblig is virtually impossible. so it must logically fall to whoever can make a difference. MS can do this. Though people have realised this and i have read numerous posts how MS should do this or that to save Xblig. I do not really agree with them. Or at least not whole heartedly. Mainly as they are all asking for too much. We need Leaderboards.. well with leaderboards come great responsibility. No way can peer reveiwers check to see if the game is pinging the servers too often etc. So that is out. Next up is the give us Achievements crowd. This is also not gonna happen. There is back end that would need to be done, and peer reveiwers again would have to check that it all worked as designed. This is a very tall order.
So what do i suggest that MS do i hear ya moan?
They give us some tiny Gamerscore. We do not hand it out. We do not control it. Therefore there is no XNA or C# changes required. So what is it exactly ?
Whenever anyone buys an Xblig game, they some small amount of gamerpoints.
1 dollar games get 5 points
3 dollar games get 10 points
5 dollar games get 15 points.
This could all be controlled by MS, behind the scenes for the most part. the values i choose are low compared to what you can get out of a full priced game for example. 1000 points in a 60 dollar game is good value. 200 points form an XBLA 15 dollar game is great too.
Yes people could look at this as buying points, but what are they doing when they buy 60 dollar games? Those first few points are always giveaways (10G you finished your first level etc).
I am sure some people will think this bad. But it is a relatively easy thing for MS to create. It should lead to a lot more interest in the Xblig area. Just look at all those sites that tell you the easiest games to garner gamerpoints from. I think the interest level for Xblig would go up. I think coverage on these sites would happen. who would really lose out? MS would get their 30% and Xblig devs would get their 70%.
Seems to me like a possible Win-Win situation. Now all i need to know is how to ask MS about it :O
Let me know what y'all think.
Laters
Update:-
theBigDaddio showed me this Link talking about exactly this kind of thing and all the noise that surrounds it. Thanks mate!
Achievements for Xblig
Monday, April 26, 2010
Why not finish your Game eh?
Any idea what that title means ?
Any idea to whom i am talking ?
Well now. It seems i have failed a few games lately that still went through to the Live list, and they are now available on the Xbox in the XBLIG section. I am a Peer Reviewer, it is one of my jobs to be a reviewer and makes me a better community member. Sometimes I love the job, sometimes I find it frustrating. These last two games are on the frustrating side of things for me. Why am I frustrated with them I hear ya ask. Well, you are in luck as i am gonna tell ya.
Number #1.. I like these games. I would like to buy them one day when they are finished and go live. Hey wait a minute.. did i not already mention they had gone live and were therefore available to buy? why yes I did.
Number #2.. I do not buy unfinished games. I have written so many games over my career I believe i know when one is finished. This detail can be awkward, as some people would point out i am sure that a game is Never truly finished, it just has run it's course, or got to a good stopping point. Though i agree with these sentiments in principal, you really can tell when a game is finished and that means ready for selling.
Let me talk about the latest game that gets me frustrated. It is a nicely put together piece of software. The gameplay is solid. The graphics are good. The menus are even done with a little style. So what is the problem? Well it is one of completness. And this game is just not complete. Below I will list my playtest report to the Devs (ok, i thought the game was in playtest when in fact it was in review).
Ok, so first off, I thought this was a Playtest i was doing, so I wrote some notes up.. I have written them, so figured I might as well put them here in this thread anyhoo.
1. Hmm - The title music is very common music is it not ? And does it really say tennis? sounds like a gameshow. (personal preference obviously)
2. Bad - Sometimes the camera would move upwards and I would see a grey screen, I believe the ball may have been lobbed incredibly high.
3. Bad - sometimes the players ran to the net and stopped there for quite some time. Again i believe the ball was somewhere in the stratosphere
4. Good - nice reactions from the players after winning or losing etc
5. Bad - 40-40 is NOT freakin 40-40, it is DUECE! This will aggravate ALL tennis players no end (oh yeah, i am one!)
6. Bad - The racquet graphic has issues. a, it looks like a Wii tennis controller. b, it has missing polys near it's handle
7. Hmm - Audience Avatars are awesome, but they do not ever do anything. No yay, or clap. Seems very sterile
8. Hmm - When players change court (though it is change ends really), they move to each other and then pause there, I think you should cut before they stop moving.
9. Bad - No options. For the music and SFX volumes specifically.
10. GREAT - I loved the control. Though it was hard to figure out how to pass my opponent, they all seemed to move so well :S
So if you have read the 10 points I listed you will see that none of this points are Big. Not really. Well ok, two players could be real Big, but I never mentioned that above did I? haha. Oh wait back to topic.. So if none of the items missing from this game are so devastating to write. Why not do them. why not clean up that transition timing on the change of Ends ? Why not change the text so it Says 'Change Ends' and not 'Change courts'. C'mon i am not asking for much really. This product must have taken at least 6 months to write, and now you are going to push it out there with a few more days of work left unfinished. WHY!?? I ASK WHY??
Rant Time!
This then is what ticks me Right Off. So many Devs on the XBLIG platform are putting out their 'Games', their pride and joy unfinished. They want it out, 'Oh c'mon it's close enough' Let's make some money sooner!. Well guess what, I doubt that your game will do so well without those last precious days of coding and touchups. People can tell when something has had that care taken on it. (Not that they always get downloaded). Most of the games that have a good Sell Thru (this is a good metric, not download numbers), have these little things tidied up. Each game has different things, but also most games have the same little things. Like sfx when pressing buttons, or fade transitions when apropriate etc.
So I am going to Appeal to the XBLIG Devs. Please publish your game after you have tidied them up and finished them. It will make the channel much more appealing and will draw a larger crowd. And i NEVER ever wanna hear some one say ever again that 'Oh sales don't matter, i just wanted to get it out, i wasn't meaning to sell it.'. Well this channel is for sale, If ya don't wanna sell it. Then publish on the PC!!
Ok, that is enough Ranting for tonight.
G'night
Any idea to whom i am talking ?
Well now. It seems i have failed a few games lately that still went through to the Live list, and they are now available on the Xbox in the XBLIG section. I am a Peer Reviewer, it is one of my jobs to be a reviewer and makes me a better community member. Sometimes I love the job, sometimes I find it frustrating. These last two games are on the frustrating side of things for me. Why am I frustrated with them I hear ya ask. Well, you are in luck as i am gonna tell ya.
Number #1.. I like these games. I would like to buy them one day when they are finished and go live. Hey wait a minute.. did i not already mention they had gone live and were therefore available to buy? why yes I did.
Number #2.. I do not buy unfinished games. I have written so many games over my career I believe i know when one is finished. This detail can be awkward, as some people would point out i am sure that a game is Never truly finished, it just has run it's course, or got to a good stopping point. Though i agree with these sentiments in principal, you really can tell when a game is finished and that means ready for selling.
Let me talk about the latest game that gets me frustrated. It is a nicely put together piece of software. The gameplay is solid. The graphics are good. The menus are even done with a little style. So what is the problem? Well it is one of completness. And this game is just not complete. Below I will list my playtest report to the Devs (ok, i thought the game was in playtest when in fact it was in review).
Ok, so first off, I thought this was a Playtest i was doing, so I wrote some notes up.. I have written them, so figured I might as well put them here in this thread anyhoo.
1. Hmm - The title music is very common music is it not ? And does it really say tennis? sounds like a gameshow. (personal preference obviously)
2. Bad - Sometimes the camera would move upwards and I would see a grey screen, I believe the ball may have been lobbed incredibly high.
3. Bad - sometimes the players ran to the net and stopped there for quite some time. Again i believe the ball was somewhere in the stratosphere
4. Good - nice reactions from the players after winning or losing etc
5. Bad - 40-40 is NOT freakin 40-40, it is DUECE! This will aggravate ALL tennis players no end (oh yeah, i am one!)
6. Bad - The racquet graphic has issues. a, it looks like a Wii tennis controller. b, it has missing polys near it's handle
7. Hmm - Audience Avatars are awesome, but they do not ever do anything. No yay, or clap. Seems very sterile
8. Hmm - When players change court (though it is change ends really), they move to each other and then pause there, I think you should cut before they stop moving.
9. Bad - No options. For the music and SFX volumes specifically.
10. GREAT - I loved the control. Though it was hard to figure out how to pass my opponent, they all seemed to move so well :S
So if you have read the 10 points I listed you will see that none of this points are Big. Not really. Well ok, two players could be real Big, but I never mentioned that above did I? haha. Oh wait back to topic.. So if none of the items missing from this game are so devastating to write. Why not do them. why not clean up that transition timing on the change of Ends ? Why not change the text so it Says 'Change Ends' and not 'Change courts'. C'mon i am not asking for much really. This product must have taken at least 6 months to write, and now you are going to push it out there with a few more days of work left unfinished. WHY!?? I ASK WHY??
Rant Time!
This then is what ticks me Right Off. So many Devs on the XBLIG platform are putting out their 'Games', their pride and joy unfinished. They want it out, 'Oh c'mon it's close enough' Let's make some money sooner!. Well guess what, I doubt that your game will do so well without those last precious days of coding and touchups. People can tell when something has had that care taken on it. (Not that they always get downloaded). Most of the games that have a good Sell Thru (this is a good metric, not download numbers), have these little things tidied up. Each game has different things, but also most games have the same little things. Like sfx when pressing buttons, or fade transitions when apropriate etc.
So I am going to Appeal to the XBLIG Devs. Please publish your game after you have tidied them up and finished them. It will make the channel much more appealing and will draw a larger crowd. And i NEVER ever wanna hear some one say ever again that 'Oh sales don't matter, i just wanted to get it out, i wasn't meaning to sell it.'. Well this channel is for sale, If ya don't wanna sell it. Then publish on the PC!!
Ok, that is enough Ranting for tonight.
G'night
Thursday, March 18, 2010
Smart Bomb effect
Above is what i am currently coding. The effect or one of them for one of my smart bomb types. In the shooter for my next XBLIG game you will have a secondary weapon. This is going to be smart bombs. Each smart bomb type will have it's own, special way of helping you out. This smart bomb effect is for general smarty pants bomb. One that just clears the screen of enemy bullets. Of course it would be boring to just make them disappear. Soooo i came up with an idea.
In the first picture you see i have set off my smart bomb and then moved out of frame. The effect is that i have abunch of line go from my ship at time of activation and hit each bullet on the screen. Then after a second they all disappear. Oh, and for that second the bullets are stopped in their tracks. But are still dangerous !
I just had to include this third picture. Generally i still thinkn that if all th ebullets are on one side it wdoes not look as good as when you are surrounded. But man, that looks cool, hitting all those streaming bullets from the boss.
So my next task is to make this effect look better in all situations, for that i am going to include some dummy lines in each of the cardinal positions, we shall see if that helps or not.
Finally i need to actually make the lines fade out, but for that i have to rewrite the list iterator code, so it can wait :D
laters
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Wednesday, March 17, 2010
Lists in C# and RemoveAll
So there i am last night, working diligently on the Roundline class. A lovely thing, though i really need to rewrite it's simplified functionality. Well that was sort of what i was doing. Adding in more controls etc.
I am going to use variable width lines for one of my smart bombs for the new shooter. This should look great if i can possibly do it. Adding in the variable width functionality is also priceless as far as adding in Tech to my rather small tech that i use for writing my games. Gameplay shouldn't need tech, but eye candy does.
So all i wanted to do was attach a bunch of lines to each smart bomb explosion. simple enough, but then they need to all die at the correct time. so i added in an ID to the line class. I thought that removal from a list would be so easy. Just for Each loop thru the list and remove them as i go. This is not so easy, oooh no! So upon research on the web i found Removeall. This is exactly what i needed, then a single command would allow me to remove all the list itmes that were corresponding to my ID. Well what a pain. Yep, i have to say that it took me an hour of reading and trying to get the SINGLE line of code to compile. though once it did, it worked a treat.
So lists... hmm,. I usually use arrays for everything and control numbers of stuff etc with Defines. I never ever make stuff grow and shrink. I have seen the horrors this does to memory fragmentation etc. I also know that allocating and deallocating memory is soo freakin slow. So i don't do it. But it seems like i need to learn lists. Just so i know what i am talking about.
BTW: my problems with messing badly with memory come from 26 years of experience, most on machine that had a fraction of the memory of that handy usb pen drive you have on your key ring.
laters
I am going to use variable width lines for one of my smart bombs for the new shooter. This should look great if i can possibly do it. Adding in the variable width functionality is also priceless as far as adding in Tech to my rather small tech that i use for writing my games. Gameplay shouldn't need tech, but eye candy does.
So all i wanted to do was attach a bunch of lines to each smart bomb explosion. simple enough, but then they need to all die at the correct time. so i added in an ID to the line class. I thought that removal from a list would be so easy. Just for Each loop thru the list and remove them as i go. This is not so easy, oooh no! So upon research on the web i found Removeall. This is exactly what i needed, then a single command would allow me to remove all the list itmes that were corresponding to my ID. Well what a pain. Yep, i have to say that it took me an hour of reading and trying to get the SINGLE line of code to compile. though once it did, it worked a treat.
So lists... hmm,. I usually use arrays for everything and control numbers of stuff etc with Defines. I never ever make stuff grow and shrink. I have seen the horrors this does to memory fragmentation etc. I also know that allocating and deallocating memory is soo freakin slow. So i don't do it. But it seems like i need to learn lists. Just so i know what i am talking about.
BTW: my problems with messing badly with memory come from 26 years of experience, most on machine that had a fraction of the memory of that handy usb pen drive you have on your key ring.
laters
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Tuesday, March 16, 2010
3 ways to make a better Indie game
This is going to seem obvious, but there are a few ways to create a better Indie game. Now i am assuming that you can already make Indie games. In fact i am assuming that you have already made at the very least 1 Indie game. Now you want to up your game and make a better one. Probably better in every way. Especially as you have seen poor downloads and the self recriminations have started about how you should have spent more time or money on that Box art etc.
Well here is the skinny, it's no real surprise. I am about to present three ways to make your games better.
1. Spend more time on them
2. Spend more money on them
3. Get good help
So onto 1.
If you spend more time on your project you should see it be much tidier, as you do not ignore those creeping little bugs that you published with in your last game. This one mainly means not finishing till your finished. Less timetable and more dedication to the product etc. The real downside to this is that it can get too be a long dev cycle. Leading to burnout on the original idea etc. Well, if you burn out on it, maybe it just wasn't really up to the improved quality of game you were after anyway.
To 2.
Spending more more sounds silly ? Well try getting better music for your game for starters. Lose that programmer music behind. There are plenty of sites on the web to get great music from. Admittedly browsing for music takes many hours (it does for me!). The end results are great though. So spend some money on an important aspect of your new game, that you did not on the last one. Be it SFX or Graphics or Music or even.. Yes, i'll say it.. focus testing. the real downside to this is it costs money, and Indie developers don't have any.
To 3.
Good help is priceless. It is also really hard to get a hold of. In fact it seems to be in short supply. I know so many talented people myself. however trying to get them to commit to helping me is like pulling teeth. Believe me i have tried very hard. I have gone through about 8 friends and mostly to no avail. However if you find just one co-conspiritor, it makes all the searching worthwhile. They can produce stuff you cannot (usually), and they help with motivation as well. I was lucky enough to have an artist friend of mine pull my art out of the drain for my first two titles Aceball and Pellmell. Get help, cos if they spend time on the project, it is like having two of you, only this new one is more talented in areas you are not. THIS by far is the best way to make a better Indie game. Getting cohorts!
Good luck, adn i wish everyone a better subsequent title after this encouraging lecture 8D
Well here is the skinny, it's no real surprise. I am about to present three ways to make your games better.
1. Spend more time on them
2. Spend more money on them
3. Get good help
So onto 1.
If you spend more time on your project you should see it be much tidier, as you do not ignore those creeping little bugs that you published with in your last game. This one mainly means not finishing till your finished. Less timetable and more dedication to the product etc. The real downside to this is that it can get too be a long dev cycle. Leading to burnout on the original idea etc. Well, if you burn out on it, maybe it just wasn't really up to the improved quality of game you were after anyway.
To 2.
Spending more more sounds silly ? Well try getting better music for your game for starters. Lose that programmer music behind. There are plenty of sites on the web to get great music from. Admittedly browsing for music takes many hours (it does for me!). The end results are great though. So spend some money on an important aspect of your new game, that you did not on the last one. Be it SFX or Graphics or Music or even.. Yes, i'll say it.. focus testing. the real downside to this is it costs money, and Indie developers don't have any.
To 3.
Good help is priceless. It is also really hard to get a hold of. In fact it seems to be in short supply. I know so many talented people myself. however trying to get them to commit to helping me is like pulling teeth. Believe me i have tried very hard. I have gone through about 8 friends and mostly to no avail. However if you find just one co-conspiritor, it makes all the searching worthwhile. They can produce stuff you cannot (usually), and they help with motivation as well. I was lucky enough to have an artist friend of mine pull my art out of the drain for my first two titles Aceball and Pellmell. Get help, cos if they spend time on the project, it is like having two of you, only this new one is more talented in areas you are not. THIS by far is the best way to make a better Indie game. Getting cohorts!
Good luck, adn i wish everyone a better subsequent title after this encouraging lecture 8D
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Sunday, March 14, 2010
How to make a Hit Indie Game (for XBLIG)
An opinion piece on Xblig success...
So we have seen a number of real hits on the XBLIG channel on the Xbox360. It has been a little surprising just how well a game can do. Ok, so very few are really breaking through at this point. But we do have a few. Obviously the lead at the moment on this is Zombie game, but there are others that have proved to be very profitable by the creators. We know that people have to download your game to see it. They are likely not to buy it unseen. However how do ya get awareness for your title out to those 35 million Xbox owners ?
Some have just been plain lucky, others have been given great awareness. Most however had had a great deal to do with several things, in my opinion.
Luck,
I will get this one over with first. If you are lucky enough to get some notoriety or mention on Major Nelsons Blog, or one of very many lucky things. The name of your game can get out there, whether it's in outrage or amusement or real interest. I will name for example one 'A Kitchen Sink War'. This game was the xna starter with a few different graphics and it is terrible (sorry authors). The horror and outrage was awesome to see, but i'll bet it downloaded so freaking many. Example number two will be, yes you guessed it. The Massage apps. The newest one allowing you to pleasure the other controllers. This makes me wanna puke tbh. Outrage is one of the words i would use for this. But they have been popular. They have had so many downloads and one that declared months ago that it had made over 60,000 dollars, freakin ell! My third example is Major nelson mentioning massage apps again. This boosted their notoriety immensely and it hit kotaqu and more. Many downloads were had at this lucky turn of events.
Design,
Some games have brilliant design, some not so much. But what effect does this truly have on sales ? Obviously noone really knows, but i suspect that if your game is badly designed, once they download it. It will not sell. Maybe we only really need to design the trial period. Then they can suffer the rest of the game. I do know that a lot of the most 'popular' games have had a nice design. they have tried to be succinct and honest about their play. Another thing seems to be to lose the idea of a unique design. Those games seem to be relegated to not being downloaded, or only being downloaded about 3000 times in their publishing month. Most of all, whatever you make, make it feel solid. Make it feel like a place people don't mind being.
Implementation,
This is similar to design, but it does not matter how well you design your game or your menu. If your implementation is crap. Noone will care. If it feels harsh and unforgiving, they won't want to stay around. So take a little bit more time on that joystick debounce and make it work for your game. The most popular games are generally well programmed. Even if they happen to be anotehr twin stick shooter for example.
Marketing ?
I do not have much to say for this right now. I have personally tried quite a variety of routes to get my stuff noticed. So far to no avail. I have read everything about this subject i can in the last few months. I am most assuredly having more success. But it doesn't really seem worth the effort. It appears that hoping luck will take me somewhere is a more likely scenario. Though i paint this in a dark light, have no fear. As i am an optimist, and i beleive that if we just keep trying, one thread that we started might just get lucky. So if we put more threads and lines out there in our marketing campaigns. We just might make ourselves lucky.
This was going to be a discussion on how to make a better Xblig game. But it appears i have waffled long and hard, and not got to that yet. So it can wait for another post.
Laters
So we have seen a number of real hits on the XBLIG channel on the Xbox360. It has been a little surprising just how well a game can do. Ok, so very few are really breaking through at this point. But we do have a few. Obviously the lead at the moment on this is Zombie game, but there are others that have proved to be very profitable by the creators. We know that people have to download your game to see it. They are likely not to buy it unseen. However how do ya get awareness for your title out to those 35 million Xbox owners ?
Some have just been plain lucky, others have been given great awareness. Most however had had a great deal to do with several things, in my opinion.
Luck,
I will get this one over with first. If you are lucky enough to get some notoriety or mention on Major Nelsons Blog, or one of very many lucky things. The name of your game can get out there, whether it's in outrage or amusement or real interest. I will name for example one 'A Kitchen Sink War'. This game was the xna starter with a few different graphics and it is terrible (sorry authors). The horror and outrage was awesome to see, but i'll bet it downloaded so freaking many. Example number two will be, yes you guessed it. The Massage apps. The newest one allowing you to pleasure the other controllers. This makes me wanna puke tbh. Outrage is one of the words i would use for this. But they have been popular. They have had so many downloads and one that declared months ago that it had made over 60,000 dollars, freakin ell! My third example is Major nelson mentioning massage apps again. This boosted their notoriety immensely and it hit kotaqu and more. Many downloads were had at this lucky turn of events.
Design,
Some games have brilliant design, some not so much. But what effect does this truly have on sales ? Obviously noone really knows, but i suspect that if your game is badly designed, once they download it. It will not sell. Maybe we only really need to design the trial period. Then they can suffer the rest of the game. I do know that a lot of the most 'popular' games have had a nice design. they have tried to be succinct and honest about their play. Another thing seems to be to lose the idea of a unique design. Those games seem to be relegated to not being downloaded, or only being downloaded about 3000 times in their publishing month. Most of all, whatever you make, make it feel solid. Make it feel like a place people don't mind being.
Implementation,
This is similar to design, but it does not matter how well you design your game or your menu. If your implementation is crap. Noone will care. If it feels harsh and unforgiving, they won't want to stay around. So take a little bit more time on that joystick debounce and make it work for your game. The most popular games are generally well programmed. Even if they happen to be anotehr twin stick shooter for example.
Marketing ?
I do not have much to say for this right now. I have personally tried quite a variety of routes to get my stuff noticed. So far to no avail. I have read everything about this subject i can in the last few months. I am most assuredly having more success. But it doesn't really seem worth the effort. It appears that hoping luck will take me somewhere is a more likely scenario. Though i paint this in a dark light, have no fear. As i am an optimist, and i beleive that if we just keep trying, one thread that we started might just get lucky. So if we put more threads and lines out there in our marketing campaigns. We just might make ourselves lucky.
This was going to be a discussion on how to make a better Xblig game. But it appears i have waffled long and hard, and not got to that yet. So it can wait for another post.
Laters
Labels:
5th moon,
luck,
opinion,
peer review,
sorcerygames,
Xbox 360,
Xbox360,
xna
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