Pyrogon Postmortem
I found this today and thought it'd make a useful read for Indies. I couldn't find anything on it here on GDNet, so I decided to post it.
:)
Thanks, I was looking for that the other day. It is a great piece which spells out a lot of the key mistakes that developers make (such as failing to find out what publishers want in a demo before spending all your money making one that just won't get you a deal). Well worth a read for anyone thinking of giving development a go.
Dan Marchant - Business Development Consultant
www.obscure.co.uk
www.obscure.co.uk
I read that article last year, was very interesting, but nothing really new.
My first game development job was for an indie romanian company, and even though I left them 6 months after, I did follow their progress. And they ended up now just doing freelance art for other teams, and that game perhaps never seeing the light of the laser.
I personally think that if you are an indie team with limited (say, under 0.5M USD) resources, the best way is to just release your first game for free. This way, if the game is good and you have some decent PR abilities, you can get a lot of people playing your game. Then, a year or two after, release a sequel to that game, but this time charge like 20 USD for it.
My first game development job was for an indie romanian company, and even though I left them 6 months after, I did follow their progress. And they ended up now just doing freelance art for other teams, and that game perhaps never seeing the light of the laser.
I personally think that if you are an indie team with limited (say, under 0.5M USD) resources, the best way is to just release your first game for free. This way, if the game is good and you have some decent PR abilities, you can get a lot of people playing your game. Then, a year or two after, release a sequel to that game, but this time charge like 20 USD for it.
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