Humble indie fumble: an XBLA horror story
next-gen.biz
next-gen.biz
This is a sad story, but let it serve as a warning: Publishers, just like any party in a business relationship, have their own priorities and motives. You need to understand those of whoever you enter into business with. And furthermore, you need to demand final cut for the key parts of your business, and that includes marketing yourself and your product. If you're not good at something, don't assume that getting another party to do it for you is a panacea. You need to become enough of an expert to know when they are doing you a diservice.
[column inches, websites] may be easier than ever to do it
yourself - but that doesn’t guarantee anyone will care.
Apparently, letting the relevant department do it didn't guarantee anyone would care. If you're too much into coding, you may forget other aspects of business. Oh, and things sometimes fall apart even if everything is done the right way.From the outside it looks like a huge trap for catching cheap IP as it develops.
(I don't mean you should have bought the game. All I say is I don't understand why it didn't generate more sales in the indie community.)
As a side note, I'm not sure what rule I've broken to get downvoted. I pointed out that there could be more to this story, and that we don't have solid data on how many trial downloads there were (which is a MUCH better indicator than sales is regarding "marketing" in this case).
For those unfamiliar with XBLA, just about everyone downloads a trial first (every game on XBLA is required to have a free trial, so you'd have to be pretty impulsive to skip it completely), and then you can buy the game from within the trial version's interface.
If the point of the comments here on HN is to add to the discussion, I'm not really sure what I did to justify a downvote. I'm just getting started commenting here and don't really have karma to spare. I really try hard to be a positive member of the site, so If somebody sees this and can point out what I can avoid doing in the future, that'd be appreciated.
Then come the cultural differences (or perhaps they're just personality differences.) Whether it’s a New Zealand-wide trait or not, we tend to talk ourselves, and our products, down. To boast about how great you think you are seems arrogant and obnoxious, but when you’re trying to get people excited about your games, underselling it (and yourself) can backfire horribly.
I’ve seen the same confused facial expression from many overseas visitors when I modestly described my game as “alright." If the creator doesn’t think his game is totally super awesome, they seem to be thinking, then why on earth should I check it out? We've had to learn to talk our games up. Even if it makes you cringe inside, developers have to show others why they're spending their life making these things!
[1] http://arstechnica.com/gaming/2011/01/sell-in-america-live-i...