Quote: "Ertlov, did you reach any conclusions with Anderson & the Legacy of Cthulhu. Did you learn any lessons, find things that you didnt see before the project, reach any resolves."
Yeah, I´ve learned some quite interesting lessons:
1. Life on the Publisher side of gaming business (which I had been experiencing for almost five years) isn`t easy, but it is much easier than on the developers side, which I find very hard.
2. However, I decided to stuck with developing instead of publishing, as I`ve seen that this is the field where real creativity is flowing instead of sales forecasts
3. Promises from Publishers and sometimes even from your own freelancers have to be reviewed critically when planing your project management.
4. I`m still able to run on coffein and nicotin for almost a week like I did 15 years ago.
5. Bad reviews in SI magazines don`t hurt your sales when you`ve created a product for a very small target group, if this group is satisfied with the product. Our main target group "Die-Hard Lovecraft Fans" likes "Anderson" pretty much, with some of them really loving our game.
6. Don`t underestimate the Eastern European market.
7. If you want to get attention with a low budget game, don`t rely on the publishers work only, as there won`t be fancy advertising. instead, make the hard work yourself, go and travel to the magazines headquarters, talk to the editors, contact the fangroups, spread the word on your own as good as you can.