The Lesson of XNA | |
If obnoxious attitudes and pretentiousness sold games more than hard work did, Jonathon Blow would be ri- Oh... | |
Interesting stuff, a few pointers in here for if I release the XNA game I'm working on. So starting now: It will be awesome! You must play it! Watch this space! | |
Well, there's a reason companies have marketing departments. | |
No achievement points, no care. If Microsoft gave every game 50 to 100 points to disperse in these XNA games, you would see 5x the turn around. | |
Yep, I think this is a good assessment and especially true if the publisher / platform provider is providing minimal to no marketing. You simply must learn the business side of game development and visibility / marketing is one of them! After all, no one cares about your game's success (or failure) more then you! | |
The lesson of the community marketplace is this; "If you build it, they will come" is a fallacy, because people have to know something exists before they can buy it. Promote your game. Let people know it exists, and make it easy for them to find it. Make a web site or blog post with links, introduce yourself around, let a few reviewers give it a try for free, heck, tell your friends and family and let them spread the word too. Then you'll get the sales... assuming your game really is good. -- Steve | |
XNA is a set of Microsoft game dev tools that scale from amateur production to professional and are used across the industry. Sean appears to be talking about the XNA Community Games/Creators' Club programme rather than 'XNA' itself. I used to work in communications, and found the 'marketing is someone else's problem' mindset among design-oriented people to be pervasive. It's a real shame, because ideally design and marketing are part of an unbroken spectrum of response to the audience: instead of building something that you think is a good product and only THEN going out to sell it, you can be building a community literally from day one. There are writers, comic artists, filmmakers, musicians, and others all over the web doing this v well and reaping the benefits as a result. It does require going outside the mindset of 'private genius' though... Cheers Colin | |
Indigo sez:
I'm inclined to agree. | |
please post here on XNA Connect feedback site about opening playtesting to all live members. we are also discussing the possibility of an "This game is crap button" in reviews but some people dont like that. https://connect.microsoft.com/feedback/ViewFeedback.aspx?FeedbackID=430536&SiteID=226 | |
Doing a quick search on the name of your game is a great idea. If you don't like what comes up get some more content out there on your blog, website, etc. Post some gameplay videos and screenshots as well. | |
Part of it is exposure I'm sure, but you say perceived lack of quality. I want to support indie developers but it's so hard to find the kind of quality and enjoyment I'm looking for amidst the rest of it. I think Community games needs the press industry to pay a little more attention to it. IGN or other big names doing more reviews. Even if it's just a weekly roundup. Sorry that was a bit rant like. I just don't want to spend more time looking for a game I want to play than it takes to complete the game you know. | |
The Lesson of XNA
Sometimes making a good game isn't enough. Sometimes you have to be just a little obnoxious, too.
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