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Geek Culture / Article that I wrote about indie game developers

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Xander
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Posted: 14th Dec 2006 22:40
Here's an article that I wrote for my Writing for the Media class. I am just curious what other people think about it. I work at the paper here on campus, so I published it in there too.

--------------------------------------------------

College students are under a lot of stress. Everyone finds different ways to relieve this stress, but a very common activity is playing video games. Some students take their video game playing more serious than others, but even serious gamers rarely think about the process behind creating these games.
Video games started out being programmed by motivated individuals with too much time on their hands. One of the first systems that people created their own games on was the Commodore 64. When this machine came out, there were no video game company monopolies. Everyone had an equal chance of creating and selling games, although there were no vast internet resources for people to help people learn the art of video game creation.
Today, 23 years after the release of the Commodore 64, video games are a part of our daily lives. This is more true for some people than others. I am an independent video game developer. I first started designing and programming games when I was in middle school.
When I got into high school, I invested some money into a new programming language and started making a real-time strategy game, or RTS. This is a popular genre of video games which includes StarCraft and WarCraft.
I spent thousands of hours developing, designing, programming and testing this game. I considered it my job, even though I made no money off of it at the time. This is what independent developing is all about: risking everything for the possibility of success. I got huge amounts of positive feedback. I had high hopes.
In my freshman year of college, I got an offer from the company that created the software that I used. I signed the contract and got the game online with dreams of success running through my head.
I barely made enough money to pay for the software that I used to create the game. Since then, I have signed contracts with two other online video game publishing companies. Companies may be interested in my game, but customers seemingly aren’t. Neither of these two companies has sold a single copy of my game.
All of this proves one thing: It takes more than a lot of spare time to successfully create and market a video game. It takes dough. And that is something that I lack. I displayed my game on forums all over the Internet but with no results.
Almost all popular video games are developed and published by huge companies such as Electronic Arts or Activision. These companies own so much of the market that they do not have to take risks in order to make money. Most new games are rehashes of old games with flashy graphics. However, independent developers must use their ingenuity and original ideas to create games that capture players’ imaginations and breathe new life into the video game industry.
A new Web site that is bringing indie games to the masses is www.manifestogames.com. Manifesto Games is a company created by Greg Costikyan and Johnny L. Wilson, both of whom have many years of experience in the corporate video game industry. They are now coming together to help independent video game developers like me get some much deserved attention.
With Web sites like this, hopefully it won’t be too long before new and creative ideas find their way into the video games that you play. There is something that you can do to help this process along: Support independent video game developers. With the money that you spend on one lackluster new video game, you could buy two or three innovative indie games and at the same time be helping out poor game developers like me.

------------------------------------------------------

Xander Moser - Bolt Software - Firewall
Siolis
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Posted: 14th Dec 2006 23:04
Why is that little voice in my head which tells me when I’m on a rubbish web site or one liable to give my computer either spyware or a virus telling me I’m reading an advertisement...seriously?

A Dragons Legacy...a blog by S.R.Deoden
"Look you son of a suitcase..." - Rinchwind yelling at the Luggage in The Light Fantastic
Matt Rock
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Posted: 14th Dec 2006 23:09
A few general questions/ comments about the article. Please take this as nothing more than constructive criticism :

Quote: "Video games started out being programmed by motivated individuals with too much time on their hands."

But what about the history of early computer games? Rather than simply saying that they had too much time on their hands, you might want to consider explaining the origins of games, like OXO, Tennis for Two, Spacewar!, and the Brookhaven walkthrough program.

Quote: "although there were no vast internet resources for people to help people learn the art of video game creation."

"people" is used quite liberally here. Maybe you could say something like "although there were no vast internet resources for programmers to utilize that could help them learn the art of video game creation." Or in some other way remove one of the uses of the word "people."

Quote: "I am an independent video game developer. I first started designing and programming games when I was in middle school.
When I got into high school, I invested some money into a new programming language and started making a real-time strategy game, or RTS. This is a popular genre of video games which includes StarCraft and WarCraft."

What language and tools were you using? You say "a new programming language," but I'd personally like to know which one. It adds another dimension of discription to your text

Quote: "All of this proves one thing: It takes more than a lot of spare time to successfully create and market a video game. It takes dough. And that is something that I lack. I displayed my game on forums all over the Internet but with no results.
"

That's not necessarily true. While it takes considerable amounts of money to advertise any product, especially in such a manner that it would compete with major studio productions, you could get decent results based on "geurilla"- style marketing tactics. Some indie games were released on bare-bones budgets and have sold remarkably. What is your game about? How accessible is your game to the market? Are the controls simple to learn and apply? And most importantly, what price is the game set at? It seems to be generally acknowledged by our community as a fact that you should release freeware games, then shareware, then work your way up to full-blown commercial titles. Did you follow this hierchy? I honestly believe it helps.

Quote: "These companies own so much of the market that they do not have to take risks in order to make money."

That's not necessarily true. To say this is sort of like saying that major studios are never creative. I agree that the bulk of games produced by companies like Electronic Arts aren't original and don't push the boundaries of capability, but some of their games most certainly do. Imagine the risk they took when they released The Sims, or Spore? And sometimes these risks don't always pay off, sure... but the "safe" titles don't always pay off either. Take for instance the game "True Crime: Streets of LA." It was a clone of one of the highest-selling games of all time, Grand Theft Auto. But it flopped, and flopped hard. If they didn't take the occasional risk, they'd eventually go out of business, regardless of the amount of surplus capital they have under their matresses.

Quote: "Most new games are rehashes of old games with flashy graphics. However, independent developers must use their ingenuity and original ideas to create games that capture players’ imaginations and breathe new life into the video game industry.
"

I'd hate to say it, but the mainstream industry is definitely breaking new ground more often than the indie industry. Our smaller industry consists largely of the "casual games" market. And most of these developers are quite content earning money by developing clones of other games. While some indie developers are definitely trying to push the limits of what software and hardware can do, I would argue that the majority of independent developers are quite content working on clones.

After reading the entire article, it sounds less like a neutral story about game development and the rigors therein, and more like an advertisement designed to entice college students to buy your game. You might want to re-word it a bit, work on its neutrality. Anyway, that's my two cents.


"In an interstellar burst, I'm back to save the universe"
Siolis
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Posted: 14th Dec 2006 23:17 Edited at: 14th Dec 2006 23:18
Also computer games started with Pong in the US, everyone knows this and I don’t mean to sound smug cus I don’t want to make that apparent even though I am.

EDIT: I was referring to that web site about game advertisement and hosting, i.e. Oh my woes at not being able to sell made me use this site, you should too and I’m really not being paid to post this.

A Dragons Legacy...a blog by S.R.Deoden
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Matt Rock
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Posted: 14th Dec 2006 23:31
Are you saying Pong was the first video game? Because it definitely wasn't. It was the first game to obtain widespread popularity, but it definitely wasn't the first video game ever... games were around a full twenty years before Pong was a concept. That would be sort of like saying Doom was the first FPS game or Warcraft was the first RTS.


"In an interstellar burst, I'm back to save the universe"
Siolis
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Posted: 14th Dec 2006 23:34 Edited at: 14th Dec 2006 23:38
No wait a second, Pong was the first game ever made and was an arcade machine in America, I’m almost dam sure about that and only because I never say anything finite and if I do I am either making a mistake or execrating.

EDIT: Ok were both wrong then:

http://en.wikipedia.org/wiki/Pong
http://en.wikipedia.org/wiki/Computer_Space

Sooooooo, 1952 was when computer games were first around...*sniggers*...ok I was off by one, you’re off by, a bit more I think.

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Kentaree
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Posted: 15th Dec 2006 00:03
Quote: "Also computer games started with Pong in the US, everyone knows this and I don’t mean to sound smug cus I don’t want to make that apparent even though I am."


Can I ask you were he said differently?

Siolis
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Posted: 15th Dec 2006 00:26 Edited at: 15th Dec 2006 00:27
Quote: "Video games started out being programmed by motivated individuals with too much time on their hands. One of the first systems that people created their own games on was the Commodore 64."


See that’s the downside of scanning bodies of text, do it too fast your brain gets creative, although it wasn’t completely inaccurate what I said. I mean he should say what the first game was, if not pong then computer space and neither had too much time on their hands, their creation wasn’t accidentally done by people with too much time on their hands, I don’t think.

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Fallout
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Posted: 15th Dec 2006 00:32
@Xander

Good effort mate, but I dont think anyone will listen to your advice. They'll still go down the store and buy the newest EA blockbuster and ignore the indis. Game players are just graphics and marketting whores ... same for films ... same for music. Simple minds.


Siolis
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Posted: 15th Dec 2006 00:37
I cant wait until I leave uni and actually get a job at one of these companies (not EA cus oddly, I like being paid for my work) so i can actually see what they think of innovative ideas.

A Dragons Legacy...a blog by S.R.Deoden
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Matt Rock
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Posted: 15th Dec 2006 00:57
Quote: "(not EA cus oddly, I like being paid for my work)"

Oh boy. Duck! When Jeku reads that he's going to light your head on fire hehe.

lol and I don't quite see how I was off by more than you were... I named three games that were released quite a long time before Pong was, but I never specifically said which game was the first to ever be produced All the same, we mutually think he should discuss where games originally came from, at least in a brief way. the Commodore certainly helped the industry in a major way, and unarguably it lead a large number of modern developers to their first programming experiences. Maybe a bit of re-wording is in order.


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Siolis
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Posted: 15th Dec 2006 01:16 Edited at: 15th Dec 2006 01:17
Indeed?

I just read online news, what do I know?

Quote: "lol and I don't quite see how I was off by more than you were... I named three games that were released quite a long time before Pong was, but I never specifically said which game was the first to ever be produced All the same, we mutually think he should discuss where games originally came from, at least in a brief way. the Commodore certainly helped the industry in a major way, and unarguably it lead a large number of modern developers to their first programming experiences. Maybe a bit of re-wording is in order."


Indeed. However I don’t see how three games can be made quite a long time before pong was when according to Wiki it was only one year prior that the first game was ever made, i.e. computer space preceded pong by one year. I don’t like the Commodore, not sure why exactly but I think old as computer system and my brain refuses to go back further than the Nes. Perhaps cus I started there maybe, maybe not, who knows...or cares. Yes rewording indeed.

A Dragons Legacy...a blog by S.R.Deoden
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Steve J
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Posted: 15th Dec 2006 01:19
Siolis, you are being a troll. Xander has made a few every excellent games (Firewall, and soon hopefully, Firewall 2).

Nice article Xander, but people are marketing addicts.

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Everyone can see it, but only you can feel the warmth.
Cash Curtis II
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Posted: 15th Dec 2006 01:22
Marketing is hard to ignore. It's no accident, it's the result of millions of dollars of investment by these companies.

I do agree with you about two key things Xander - making games takes time and money. People most often try to skimp on the money, and often on the time as well. It's not possible without both.


Come see the WIP!
Siolis
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Posted: 15th Dec 2006 01:30
Quote: "Marketing is hard to ignore. It's no accident, it's the result of millions of dollars of investment by these companies."


Hence it wouldn’t surprise me if he was being paid for his time and post. It just struck me as an advertisement cus of its wording and the fact that he's said nout since posting. Was I so wrong?

A Dragons Legacy...a blog by S.R.Deoden
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Cash Curtis II
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Posted: 15th Dec 2006 01:40
Yes, you are wrong. Xander is just posting an article that he wrote for us to read. What exactly would he be advertising?


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Steve J
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Posted: 15th Dec 2006 01:40
Yes, you have no idea what you are talking about. Xander has made games with DBP. He has made commercial games, the ones he was talking about. What company would pay him?

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Matt Rock
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Posted: 15th Dec 2006 01:48
I highly doubt he was paid for posting it. It does sound a bit like an advertisement, but not in the same sense that you're projecting. From what I've seen, Firewall is one of the best indie games around (although I must admit that I haven't played it yet so my opinion is based entirely on what little I've seen).

Just a question and not meant to be rude or anything, but have you done any games yet Siolis? I'm just curious.

In a different thread we're talking about making a webring of TGC developers... want to do a link exchange Xander? I don't know if it would help you but hey, any little bit of exposure is probably worth it


"In an interstellar burst, I'm back to save the universe"
Siolis
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Posted: 15th Dec 2006 01:58
Use your imaginations, if you have any, and besides my suggestion was based on a single read-through of a post very quickly, not in-depth back ground checking using a man I met in a back ally and pay in unmarked notes for a small package containing documents and photos. I didn’t claim to know him nor his trustworthiness, just a little voice in my head said "This doesn’t taste right", the taste being initial sensation of information entering my mind.

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Steve J
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Posted: 15th Dec 2006 02:05 Edited at: 15th Dec 2006 02:06
Now you are full fledged trolling. You arent very respectable with that attitude. Maybe you should actually read before commenting then? When commenting you should know what the person did. We never said you did a background check, or anything extreme. And FYI, I do have an imagination. I have wrote many short sci fi stories. Many are based on Satirical looks on modern culture and what it could become.

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Everyone can see it, but only you can feel the warmth.
Matt Rock
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Posted: 15th Dec 2006 02:22 Edited at: 15th Dec 2006 02:22
To insult our imaginations without answering my previous question is a bit, well, silly. I ask again Siolis, have you done any games? Not that I've done enough to warrant any sort of superiority here, but I'm just asking, have you? Because if you haven't, then I don't think you're in any position to claim that we lack imagination. Or maybe I'm wrong? Does anyone disagree with me here?


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Jess T
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Posted: 15th Dec 2006 02:26 Edited at: 15th Dec 2006 02:29
Siolis, you've been newb-slapped for a couple of days.

Please refrain from posting snide remarks about a well-respected member of our community.

[EDIT]
And, fix up your signature, it's 'Rincewind', not 'Rinchwind'!
[/EDIT]

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Raven
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Posted: 15th Dec 2006 02:26
Quote: "(not EA cus oddly, I like being paid for my work)"


Electronic Arts provide the highest wages in the games industry.

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Matt Rock
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Posted: 15th Dec 2006 02:31
I always assumed that Firewall was one of the top-selling games made within the TGC community. It makes me wonder how many sales Riftspace and Starwraith pulled in, how long it took them to get those sales, and how they advertised it differently. What actually is the most highly-distributed game ever produced with TGC gear?


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Jess T
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Posted: 15th Dec 2006 02:35
FPSC.
Without a doubt!

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Matt Rock
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Posted: 15th Dec 2006 02:46
hehe but it isn't a proper "game" in the literal sense . Did they make it using DBC/P? If so I'm definitely impressed, I had always just assumed it was done in C or something.


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Zappo
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Posted: 15th Dec 2006 03:01
I am guessing the trick is to get it on CD's and in shops through a publisher, even if they are in the bargain bucket. Selling purely online just doesn't seem to work that well for the majority of indi developers.
Jeku
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Posted: 15th Dec 2006 03:53
Quote: "not EA cus oddly, I like being paid for my work"


Odd. The nice payroll that's deposited every two weeks in my account stipulates pay for said work. You don't know what you're talking about.

Quote: "What actually is the most highly-distributed game ever produced with TGC gear?"


I'm gonna go out on a limb here and say it's the Mahjongg game distributed by Garage Games.

Matt Rock
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Posted: 15th Dec 2006 04:56
I agree with Zappo. I think most of the general public is still afraid of buying software online, they think it's packed with germs or something.

You might be right Jeku, it's probably the Mahjong game. I wish we had stat-tracking or something. How many games do you guys think have been released with DBC/P total? That might also be another number worth knowing, and I'm sure the TGC team would like to know it too. One of these days I should dig around in program announcements and try to count how many there are that are fully released and playable.


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Xander
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Posted: 16th Dec 2006 06:55
Woah, I didn't know this would be such a hot topic. I forgot that I even posted it, haha.

First of all, thanks for everyone's interest. The reason I posted this is because I specifically wrote the article for an audience that does not have in-depth knowledge of video game developing. That is why I did not name any companies or software. Also, I had to keep that article to a maximum length. If it was up to me, it would have been about twice as long. So that should answer a lot of questions. I'm not going to lie, I like people knowing about my game, but that was not my main purpose of this article.

@ Matt Rock: thanks for the criticism. It's always appreciated.

Quote: "But what about the history of early computer games?"


Like I said, I would have loved to elaborate, but there were space restrictions. I researched the history of video games, and found a timeline. I found that the first "video game" was a pong-type thing actually created on an oscilloscope. Well, that's what the site said anyway. I just didn't want to go too in-depth.

Quote: ""people" is used quite liberally here. Maybe you could say something like "although there were no vast internet resources for programmers to utilize that could help them learn the art of video game creation." Or in some other way remove one of the uses of the word "people.""


Yes, you're completely right. I overlooked the wording of that sentence. Sorry, I should have fixed that. You should be an editor, haha.

Quote: "What language and tools were you using? You say "a new programming language," but I'd personally like to know which one. It adds another dimension of discription to your text"


Actually, the "new programming language" was Dark Basic Classic, haha. Like I said, I wanted to keep the article simple so that there wasn't too much in it that was hard to follow or keep track of. My audience was the average college student, not indie developers.

Quote: "That's not necessarily true. While it takes considerable amounts of money to advertise any product, especially in such a manner that it would compete with major studio productions, you could get decent results based on "geurilla"- style marketing tactics. Some indie games were released on bare-bones budgets and have sold remarkably. What is your game about? How accessible is your game to the market? Are the controls simple to learn and apply? And most importantly, what price is the game set at? It seems to be generally acknowledged by our community as a fact that you should release freeware games, then shareware, then work your way up to full-blown commercial titles. Did you follow this hierchy? I honestly believe it helps."


Again, you're correct. I did not do as well as I could have. My game isn't the easiest game to learn to play, and it is probably a little bit too expensive. But I trusted the publishers who were interested in my game, and I let them advise me on the price. I guess that was another one of my mistakes. I also probably should have made more free stuff first. I just got too excited about being published and paid for something that I worked for so long on.

Quote: "I'd hate to say it, but the mainstream industry is definitely breaking new ground more often than the indie industry."


Yes, actually commercial developers are starting to make great innovations in game design. You stated a great example with "Spore." But think about it for a bit. How many games are produced by big companies, and how many are innovative? Now how many games are actually published by indie developers, and how many of those are innovative? In my opinion, a much larger percentage of published indie games have new ideas and show more creativity than commercial games. I'm sure that someone can prove me wrong if they want to. Be my guest, I know that I am not always correct.

Thank you Fallout and Steve J. You're both right. I didn't really expect to change anybody's view. Like I said, this was an assignment and I figured I'd use this as my topic, it was the first one that came into my head. Good ideas in my head are like purple camels: very rare.

A lot of people mentioned that my article sounded like an advertisement. That's because an opinion article is technically an advertisement. It is an article that tries to change the view of the reader and get them to consider your view point.

Thanks everyone. Sorry for not responding sooner, but my finals are next week, and I've been extremely busy.

Xander Moser - Bolt Software - Firewall
Matt Rock
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Posted: 16th Dec 2006 07:42
Quote: "@ Matt Rock: thanks for the criticism. It's always appreciated.
"

Not a problem, I like reading papers and articles and whatnot, especially on interesting subject-matter

Quote: "You should be an editor, haha."

Ironically, I almost tried to become one, at Binghamton University's "Pipe Dream," (the campus paper), where I wrote for the "release" section about music and games. But a friend talked me out of going for it. I probably should have ignored her and gone for it anyway, I could have learned some new stuff from it, but eh, that's life

Quote: "Actually, the "new programming language" was Dark Basic Classic, haha. Like I said, I wanted to keep the article simple so that there wasn't too much in it that was hard to follow or keep track of. My audience was the average college student, not indie developers.
"

Mostly I thought it would have helped be more descriptive. Like, rather than saying "I want to buy this new game," you could say "I want to buy Civilization IV" (or whatever, just an example of a game lol). And who knows... maybe by mentioning the language, someone might be inspired to learn more about it, and in turn your article could inspire someone to pick up a new hobby. Or maybe, dare I say it, a whole new major . Just an attempt on my part to get TGC some free advertising, hehe. Me? A fanboy? Naaaaah


Quote: "Again, you're correct. I did not do as well as I could have. My game isn't the easiest game to learn to play, and it is probably a little bit too expensive. But I trusted the publishers who were interested in my game, and I let them advise me on the price. I guess that was another one of my mistakes. I also probably should have made more free stuff first. I just got too excited about being published and paid for something that I worked for so long on."

Well, professional publishers definitely know more than I do when it comes to setting pricepoints. Did they set up any sort of marketing campaign, or was it just a "let's slap this on the internet and see what happens" technique? I've heard that a lot of indie publishers do stuff like that, although I've never worked with anyone. But geurilla ad campaigns and marketing on a budget are probably the things I'm best-suited for (not that I'm an authority or anything, but I do have a lot of experience in that field), so drop me an e-mail and maybe I can give you some new ideas toward getting cheap exposure for your game. Of course, geurilla tactics are no substitute for serious marketing campaigns, but they work when you don't have a budget for PR stuff.


"In an interstellar burst, I'm back to save the universe"

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