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  Have that feeling of wanting to complete your low-publicity projects?  (Read 549 times)
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Offline tom_mai78101
« Posted 2014-05-13 06:08:29 »

You have a project that you loved to work on, and you have posted relevant information about the goals and plans for it at a community site (forums, Reddit, gatherings, etc.). But for some reason, you're not getting enough publicity that you expected it to be.

There will be a few people who are willing to playtest your creation, and they will continue to playtest the more updates you contributed to the project. You continued to update the project until it's fully complete, but there's still little publicity about it.

You tried to increase publicity at other community sites, but that didn't help. You tried to ask for volunteers to help maintain the project, but no one agrees to it (or don't have time for it). What's next?

I'm asking because I wanted to know how experienced developers handle such situations. Do they just shrug it off, and move on? Do they feel like they have a hole in their mind, being bothered about such things? Do you ever feel like wanting to collaborate with someone else at one point during the development phase of the project? Are they still happy about the project, even if it never get any traction?

------------------------------

Unrelated, do juniors ever ask their seniors of their experiences? I felt like I'm a junior asking strangers for experiences... Maybe this is how we explore in our real life adventures.
Offline Rayvolution

JGO Kernel


Medals: 197
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #1 - Posted 2014-05-13 06:26:04 »

I live by the opinion of "If you build it, they will come". Even in game development where a lot of people tout "it's all luck".

Yes, there is some luck to it, (Flappy birds? ...Seriously?) but if you can't get anyone to stick around and really get the word out, it's probably because your game just isn't "fun". That's the sad, cold hard truth. Because if your game was fun, it would slowly self advertise, even if it's a slow steady pace. Sometimes game devs (or creators of any kind) create flops, it happens. But the reality is, if you made a unique fun game the general masses would enjoy, it will become at least somewhat popular, or at least be fun enough you get a small group of players in some corner of the internet somewhere.

So, the hard fact of it is (and I know it sounds harsh) is your game probably just wasn't entertaining for the general public, or any niche subgroups. But that should not put you down, you should figure out why no one liked it and try again. Wink

My advice: Go all-in, every time. Give the game the attention you'd give it if you KNEW it'll make you a millionaire dev and you just have to complete it first, that way you at least have a shot at getting big because you put all the effort into it assuming it was worth it. If you don't know how to do something (Like graphics, program, voice acting(if needed), music, sound effects) don't skimp out, buckle down and learn how to do it! Grin

Another hard fact (and I've never seen any of your games, so don't think I'm judging you please!) is a lot of people see their work (of any kind) through rose-colored glasses, totally unable to see the flaws, and that's what really screws them over in the long run because they don't see all the flaw that are really screwing up their game.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Online Riven
« League of Dukes »

JGO Overlord


Medals: 797
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #2 - Posted 2014-05-13 06:31:45 »

Not every project is 'worthy', or as the Americans say; it may not resonate.

Just keep making better games, until you see random strangers getting excited about them, instead of having to force it. Then you know you're on the right track, at which time you might want to make an effort to get publicity and building a community.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
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Legends of Yore - The Casual Retro Roguelike
Offline Rayvolution

JGO Kernel


Medals: 197
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #3 - Posted 2014-05-13 06:36:09 »

Not every project is 'worthy', or as the Americans say; it may not resonate.

Just keep making better games, until you see random strangers getting excited about them, instead of having to force it. Then you know you're on the right track, at which time you might want to make an effort to get publicity and building a community.

Very good advice. I know from experience (in past graphics projects mostly) the difference between that "forced exposure" and "natural exposure", and I tell you, when you know you're on to something, you know it.

It's a sucky feeling having to feel like you're almost begging for a little attention, not understanding why not one likes your work. But it's an amazing feeling when people come out of the woodwork and find you.

<<shameless plug ahead!!>>
Case in point, my resource pack for Minecraft, it's broken over half a million downloads and I don't even advertise it really. It just "sells itself".
http://resourcepack.sixtygig.com

My resource pack is a good example of my philosophy in work, if you build it, they will come. Cheesy

Unrelated, do juniors ever ask their seniors of their experiences? I felt like I'm a junior asking strangers for experiences... Maybe this is how we explore in our real life adventures.

I still do, I'm a fairly decent programmer now but there's still some details I get hung up on due to lack of experience. Some of the guys around here have been programming a lot longer than I have and I have no problems humbly asking. I'm an exceptionally fast learner, but if I don't know how to do something, I don't know how. How else will we learn? Google can only take you so far. Smiley

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Cero
« Reply #4 - Posted 2014-05-13 07:14:05 »

- make a game worthy of being noticed.
- invest money into marketing

Offline princec

JGO Kernel


Medals: 378
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #5 - Posted 2014-05-13 08:20:43 »

I live by the opinion of "If you build it, they will come". Even in game development where a lot of people tout "it's all luck".
That's fine provided your idea of living is a spacious 3-bedroom cardboard box outside Berko sewage reprocessing facilities and pot noodle for dinner (again)...

... we've discovered that building things and setting them afloat on the whimsy seas of the internet is a great way to never be noticed. You've got to do loads and loads and loads of stuff to get noticed. We don't do a tenth of what we could or should do ourselves.

Cas Smiley

Offline Rayvolution

JGO Kernel


Medals: 197
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #6 - Posted 2014-05-13 08:29:26 »

I live by the opinion of "If you build it, they will come". Even in game development where a lot of people tout "it's all luck".
That's fine provided your idea of living is a spacious 3-bedroom cardboard box outside Berko sewage reprocessing facilities and pot noodle for dinner (again)...

... we've discovered that building things and setting them afloat on the whimsy seas of the internet is a great way to never be noticed. You've got to do loads and loads and loads of stuff to get noticed. We don't do a tenth of what we could or should do ourselves.

Cas Smiley

oh, don't get me wrong. I market/advertise the bloody hell out of everything I do when it gets to a point of being marketable. It's just, you got to have a worthwhile product in the first place or you're just spinning your wheels. Cheesy

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline ctomni231

JGO Wizard


Medals: 99
Projects: 1
Exp: 7 years


Not a glitch. Just have a lil' pixelexia...


« Reply #7 - Posted 2014-05-13 09:29:31 »

"Find a need, fill a need." - Rodney from Robots (movie)

Honestly, there is something truly important about that quote. People are driven by needs and needs change over time. The important thing is knowing what people want and then building to fill that want. The problem I realize is that developers suffer from flock mentality. Plenty of people believe that if you make a Minecraft, Flappy Bird, or Call of Duty clone, you will achieve instant fame. This plagues both the indie and the AAA game industry, copy cat games get a free ride.

However, that is a huge misconception...

You can't build two bridges across the same river and expect both to be equally as popular. Developers have to realize that game variety allows people to achieve different needs. Making the same clone over and over means your not consciously looking for needs not met. Most of our market now is filled with copycats, but it also means there is a HUGE chunk of the market being neglected. Capitalizing on that is the key behind "building it and them coming."

However, we have our own needs too. How much do you sacrifice to find out the thing people want the most? It is something I ask as a developer every single day. Well, at least until I find that darn "Fountain of Youth." Pointing

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