View Full Version : Advice for my first product launch?
bignobody
06-09-2006, 10:39 AM
Hello,
I've very close to releasing my first product ( my ToDo list is down to some level tweaking, playtesting, etc. ) and I was hoping to get some advice from some other indies who have released titles aready. Things that you wish you had known/done before release, hard lessons learned, etc. Any input is appreciated! Thanks!
BrutoMemo
06-09-2006, 06:51 PM
Release it to the target audience and promote it at maximum
just my 2 cents :)
bignobody
06-09-2006, 08:38 PM
Thanks. It's just about time for me to take off the developer hat and put on the marketing hat. :)
Regards,
Narnach
06-11-2006, 07:31 AM
Congratulations on getting this far and good luck on selling the game.
I hope you will like the new hat ;)
bignobody
06-11-2006, 07:46 AM
Thanks, it has been a long time coming. I started this project over 4 years ago ( :eek: ) with the only goal being to finish a complete game. There were times I wanted to give up on it (and times I did for weeks/months at a time) but the drive in me to create never really dies. A little over a year ago I decided to get serious about it (started my company, bought a lap-top so I can work during my commute to my day job, etc.) and now it's really exciting to see the "light at the end of the tunnel". Now, I just need to get over my cynical, generation X attitude of "marketing people are evil" ;)
Regards,
UnknownGuy
06-11-2006, 12:01 PM
So I was missing the hat. That explains a lot.
bignobody
06-11-2006, 01:08 PM
So I was missing the hat. That explains a lot.
You can make one easily enough from some tinfoil :D (just don't wear it outside during a thunderstorm).
dntoll
06-12-2006, 12:20 AM
To finish a game can be hard! We often joke about the first 90% of development and the second 90% and the 3rd 90%... There is always something to improve! But somewhere you have to draw the line and start marketing :-)
I believe the hard part is to find a portal or distribution with the right audience for a game. Our game sells well in one portal and does not sell at all in many others...
Long live the shlongg ;)
Polycount Productions
06-12-2006, 01:30 AM
Hello,
I've very close to releasing my first product ( my ToDo list is down to some level tweaking, playtesting, etc. ) and I was hoping to get some advice from some other indies who have released titles aready. Things that you wish you had known/done before release, hard lessons learned, etc. Any input is appreciated! Thanks!
Lesson #1:
Put download link on first page.
Now it takes 3-4 clicks before I get there. Good luck with the sales!:)
bignobody
06-12-2006, 07:01 AM
To finish a game can be hard! We often joke about the first 90% of development and the second 90% and the 3rd 90%... There is always something to improve! But somewhere you have to draw the line and start marketing :-)
Heh, tell me about it! According to my site, Shlongg has been 90% complete for, oh, well over a year now! I've also heard it phrased "the last 10% is 90% of the work". Absolutely true.
Thanks for the advice and the kind words!
Lesson #1:
Put download link on first page.
Now it takes 3-4 clicks before I get there. Good luck with the sales!:)
Yep, I do plan on doing this. I just grabbed Shlongg.com a couple of weeks ago (was most pleased to see there was noone squatting on it since various beta versions have been publicly available for over a year now) but so far it's just a title page that links back to my company site. It will be filled with content (and big shiny Download Demo and Buy Now buttons everywhere) by the time I go live. Thanks for the advice and the well wishes!
Regards,
Don't proof read the game after 48 hours uninterrupted work finishing off with a celebration at the pub :)
Try to put in place some methods to measure marketing efforts. I.e. if you run any adverts, then some method to track that add through to a sale using a cookie is particularly important. (Implementing this a year into selling was a real eye-opener for us)
If you've been sensible, you've already been collecting a large database of names for your press list, if not, then it's probably worth spending some money on a press release service.
If you want to advertise with a site, and they use an external marketing company to handle their advertising, don't bother.
All advertising prices can be haggled - boring to have to do it, but if you don't want to haggle then you might aswell not bother.
If you are trying to advertise with a site, and a marketing person asks to ring you about it, then don't bother.
Now, I just need to get over my cynical, generation X attitude of "marketing people are evil"
No need to get over it, it's not cynicism, it's the truth. :)
bignobody
06-12-2006, 10:10 AM
Thanks Fost, some good tips here to stick in my marketing hat.
All advertising prices can be haggled - boring to have to do it, but if you don't want to haggle then you might aswell not bother.
* visions of Life Of Brian *
"Burt! This bloke won't haggle!"
"Won't haggle?!"
"Look at it. Feel the quality. That's none of your goat."
... And so forth :D
Regards,
bignobody
06-12-2006, 11:42 AM
A Shlongg by any other name would smell as... uh, nevermind ;)
Many have suggested this in my threads regarding beta releases, but I am as committed as ever. It's one of the great things about being indie - total creative control.
Regards,
Many have suggested this in my threads regarding beta releases, but I am as committed as ever. It's one of the great things about being indie - total creative control.
Just remember what a name does for your game. I presume you're not aiming for portal distribution? :rolleyes:
bignobody
06-12-2006, 12:54 PM
Just remember what a name does for your game. I presume you're not aiming for portal distribution? :rolleyes:
It's a double edged sword, but the name does get people talking (though they're not always saying nice things ;) ).
You're correct, I'm not aiming for portal distribution. It's my first independent product, so this is all more of a learning experience and to "test the waters" than a serious attempt to make some hard cash. Let's just say I have no plans to quit my day job any time soon ;)
Regards,
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