Trying to drive indie-game PR forward, making it easier for devs to interact with media and vice versa. What are key issues on both sides?
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Replying to @EvolveTom
@EvolveTom 90% of indie game mails we get are variations upon "I made a game please write about it" and a link to a website1 reply 0 retweets 1 like -
Replying to @EvolveTom
@EvolveTom maybe there's something in helping indies to make prototypes/alpha builds into a presentable enough state to have media play 'em?2 replies 0 retweets 1 like -
Replying to @bonzrat
@bonzrat@EvolveTom On how to market your indie games. "find your story, and sell that," is essentially it http://arstechnica.com/gaming/2011/12/how-to-market-your-indie-games-ben-kucheras-lecture-at-run-jump-dev/ …1 reply 1 retweet 0 likes -
Replying to @DaveVoyles
@DaveVoyles@EvolveTom yeah, find a hook - don't make a big deal of it being a shmup or a platformer as there are 40 million of those1 reply 0 retweets 0 likes -
Replying to @bonzrat
@bonzrat@DaveVoyles Big q: and if a game doesn't have a "hook"? Just a competent execution of established gameplay concepts?2 replies 0 retweets 0 likes -
Replying to @EvolveTom
@EvolveTom@bonzrat It's not about the game, it rarely it. It 's the developer, and personality. Everyone has an interesting story.2 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles@EvolveTom yeah, what's the dev's motive? (If it's 'I thought some people might buy a platformer' it probably won't work)1 reply 0 retweets 0 likes
@bonzrat @EvolveTom A story like that (and obv not everyone has one), sells ITSELF. Less work for the writer!
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