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879719 Posts in 33001 Topics- by 24376 Members - Latest Member: xnothegame1

May 24, 2013, 06:44:36 PM
TIGSource ForumsDeveloperBusinessTop Tips For New Indies
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Author Topic: Top Tips For New Indies  (Read 31369 times)
kronholm
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« Reply #30 on: April 24, 2007, 07:36:33 PM »

Thanks for a great read Fost.
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Cheers, Dan 'pezz' Kronholm.
Anthony Flack
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« Reply #31 on: April 24, 2007, 07:54:40 PM »

With Gish, my interest level was so:

screenshots: low
gameplay video: high
actually playing the demo: low
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Currently in development: Cletus Clay
jack_norton
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« Reply #32 on: August 11, 2007, 05:11:12 AM »

Awesome post. I agree on everything, except the portals. You should use them only as last resort, if you can't really get direct sales anyhow.
I personally think is better to spend a lot on adwords but increase YOUR customer base, than giving out your content (your game) to portals so they can increase THEIR customer base.
Unless you plan to depend on someone else forever.
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Fost
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« Reply #33 on: October 01, 2007, 08:47:27 AM »

*bump*
Minor update:
*Moved aggregator stuff into it's own section
*Added point: include own name clause in aggegator contracts.
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Alex May
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« Reply #34 on: October 01, 2007, 09:10:00 AM »

Good stuff Smiley
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jeb
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« Reply #35 on: October 14, 2007, 03:35:44 PM »

Omg omg... We're in the situation where we may or may not sign retail deals. That thing about getting bundled sounded scary since it would make royalties meaningless.  Sad

Thanks for the advice, a good read.
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Davaris
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« Reply #36 on: January 02, 2008, 04:50:47 PM »

Quote
I just don't want people to get crushed after making something good and give up is all. Getting an amazing review in several high profile gaming mags doesn't directly convert into sales like effort put into marketing does -

The term marketing has always confused me. I've seen Indies say that you have to put a lot of effort into marketing, but they never spell out what it entails exactly. I have also seen them say that advertising isn't cost effective. So what I want to know is what are these guys doing when they are engaged in the activity of marketing? Because they say they are spending 50% of their time doing it.

« Last Edit: January 02, 2008, 04:52:38 PM by Davaris » Logged
Paul Eres
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« Reply #37 on: January 02, 2008, 04:57:46 PM »

I wouldn't say advertising always doesn't work. I've had some mixed experiences with it, both good and bad. But a lot of marketing work isn't related to advertising. Here are some examples:

Sending review copies of your games for review, writing and sending out press releases, submitting your games to contests, letting people know about your games on forums, dealing with customer service such as helping people with problems in the game and responding to comments and email that your players send you, submitting your demo to the hundreds of game download sites that exist, engaging in interviews with the gaming press, doing 'i'll link to you if you link to me' things with other developers, getting affiliates to sell your game on their site for a percent, for those who want games on portals there's a lot of work involved in doing that, doing search engine optimization, making trailers of your game and getting them viewed a lot on YouTube, making good screenshots of your game, building your website and maintaining it, dealing with e-commerce services, dealing with refunds and credit card fraud, maintaining your forum, writing regularly in your group's blog about new developments and future game projects, maintaining an email newsletter list, coming up with creative ways to market such as contests or temporary sales -- I could go on. There's tons of stuff that isn't advertising but which qualifies as marketing that eats up a lot of time.

And honestly it's really overwhelming if (like me) you were just used to making freeware games and posting them on a forum.
« Last Edit: January 02, 2008, 05:01:53 PM by rinkuhero » Logged

Paul Eres
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« Reply #38 on: November 17, 2008, 02:38:37 AM »

Wrote something on advertising on Project Wonderful here:

http://studioeres.com/games/content/using-project-wonderful-advertise-indie-games

(note the sidebar ad!)
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agj
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« Reply #39 on: December 16, 2008, 06:31:48 PM »

Ad: Fuck The Sims, play Kudos 2. Terrible.
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Paul Eres
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« Reply #40 on: December 16, 2008, 06:32:44 PM »

haha, it's a great ad! it was created by jforce games!
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Alex May
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« Reply #41 on: December 19, 2008, 01:59:42 AM »

I am sure I've seen that ad somewhere else. Maybe it was just linked for me somewhere or something. It's really great :D

Interesting article, thanks.
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aeiowu
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« Reply #42 on: April 30, 2009, 09:48:08 AM »

I wrote up a blog post on what I learned about starting up a business. Some of the things to seek out and others to avoid. It might help those interested in starting a business to make games.

http://mile222.com/2009/04/i-remember-when-i-started-my-first-business/
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nitram_cero (2bam)
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« Reply #43 on: July 25, 2009, 02:23:14 PM »

Good pointers. They're greatly appreciated.
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2BAM.com indie games
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« Reply #44 on: August 05, 2009, 07:31:31 AM »

An interesting article from GameSetWatch, on indies and which markets (iPhone, xBox Live Indie, Pc) are easier to survive on.
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