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	<title>Comments for GBGames - Thoughts on Indie Game Development</title>
	<atom:link href="http://gbgames.com/blog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://gbgames.com/blog</link>
	<description>An Indie Game Developer's somewhat interesting thoughts</description>
	<lastBuildDate>Mon, 06 Feb 2012 15:56:06 +0000</lastBuildDate>
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		<title>Comment on An Online Conference You Can Attend #AltDevConf by GBGames</title>
		<link>http://gbgames.com/blog/2012/02/an-online-conference-you-can-attend-altdevconf/comment-page-1/#comment-63413</link>
		<dc:creator>GBGames</dc:creator>
		<pubDate>Mon, 06 Feb 2012 15:56:06 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=1849#comment-63413</guid>
		<description>Excellent! See you there! B-)</description>
		<content:encoded><![CDATA[<p>Excellent! See you there! B-)</p>
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		<title>Comment on An Online Conference You Can Attend #AltDevConf by Kenny Goff</title>
		<link>http://gbgames.com/blog/2012/02/an-online-conference-you-can-attend-altdevconf/comment-page-1/#comment-63412</link>
		<dc:creator>Kenny Goff</dc:creator>
		<pubDate>Mon, 06 Feb 2012 14:38:26 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=1849#comment-63412</guid>
		<description>Awesome! Looks like I have my plans for the weekend!</description>
		<content:encoded><![CDATA[<p>Awesome! Looks like I have my plans for the weekend!</p>
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		<title>Comment on Is Asking Customers to Pre-order a Bad Thing? by Strip-Arcade</title>
		<link>http://gbgames.com/blog/2012/02/is-asking-customers-to-pre-order-a-bad-thing/comment-page-1/#comment-63405</link>
		<dc:creator>Strip-Arcade</dc:creator>
		<pubDate>Sun, 05 Feb 2012 19:17:03 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=1837#comment-63405</guid>
		<description>Kickstarter definitely seems like the way to go to me. If you get close to your goal, you can always fund the rest of it yourself to get the money that was raised. If you don&#039;t get close, then something&#039;s probably wrong--either marketing-wise or just with your project in general. The real problem with them, though, is how selective they are with what projects they&#039;ll allow in. Also, The Indie Game Development Survival Guide is my favorite book!</description>
		<content:encoded><![CDATA[<p>Kickstarter definitely seems like the way to go to me. If you get close to your goal, you can always fund the rest of it yourself to get the money that was raised. If you don&#8217;t get close, then something&#8217;s probably wrong&#8211;either marketing-wise or just with your project in general. The real problem with them, though, is how selective they are with what projects they&#8217;ll allow in. Also, The Indie Game Development Survival Guide is my favorite book!</p>
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		<title>Comment on State of the Art Game Objects by Object-Oriented Game Design &#124; GBGames - Thoughts on Indie Game Development</title>
		<link>http://gbgames.com/blog/2010/10/state-of-the-art-game-objects/comment-page-1/#comment-63396</link>
		<dc:creator>Object-Oriented Game Design &#124; GBGames - Thoughts on Indie Game Development</dc:creator>
		<pubDate>Thu, 02 Feb 2012 23:51:04 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=1368#comment-63396</guid>
		<description>[...] this article. This post is an old one, though, and I&#8217;ve written a more up-to-date post called State of the Art Game Objects that you probably want to check out that has a lot more research links and [...]</description>
		<content:encoded><![CDATA[<p>[...] this article. This post is an old one, though, and I&#8217;ve written a more up-to-date post called State of the Art Game Objects that you probably want to check out that has a lot more research links and [...]</p>
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		<title>Comment on Is Asking Customers to Pre-order a Bad Thing? by GBGames</title>
		<link>http://gbgames.com/blog/2012/02/is-asking-customers-to-pre-order-a-bad-thing/comment-page-1/#comment-63395</link>
		<dc:creator>GBGames</dc:creator>
		<pubDate>Thu, 02 Feb 2012 13:58:44 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=1837#comment-63395</guid>
		<description>And it seems that sour grapes expands beyond your own business to the general attitude towards pre-orders, if the Reddit thread is to be believed. So by failing in meeting the expectations of your pre-order customers, you&#039;re also letting down your industry at large.

That&#039;s a lot of responsibility!</description>
		<content:encoded><![CDATA[<p>And it seems that sour grapes expands beyond your own business to the general attitude towards pre-orders, if the Reddit thread is to be believed. So by failing in meeting the expectations of your pre-order customers, you&#8217;re also letting down your industry at large.</p>
<p>That&#8217;s a lot of responsibility!</p>
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		<title>Comment on Is Asking Customers to Pre-order a Bad Thing? by Troy Hepfner</title>
		<link>http://gbgames.com/blog/2012/02/is-asking-customers-to-pre-order-a-bad-thing/comment-page-1/#comment-63394</link>
		<dc:creator>Troy Hepfner</dc:creator>
		<pubDate>Thu, 02 Feb 2012 13:45:28 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=1837#comment-63394</guid>
		<description>I agree with what Will C said.

Another reason to consider doing a pre-order is because your customers ask you to. In my case, I had requests from dozens of Dirk 1 customers who wanted some new levels to play. They asked for a pre-order option, knowing the game wasn&#039;t done yet. They had been reading about the game in my newsletters and were eager to get their hands on it.

So for me, it wasn&#039;t a monetary need that drove my decision to do a pre-order. My other games still sell fairly decent. Because of that, I haven&#039;t really advertised Dirk 2 much yet. I put an ad in IGM and a banner up on Game Tunnel for a little while (mainly to generate interest), but that&#039;s about it.

But one of the side benefits of doing a pre-order is that I now have several hundred dedicated beta testers (who paid for the privilege). And many of them are very vocal about changes they like and don&#039;t like, and many of them offer good suggestions for improvement. Obviously I have to pick and choose which suggestions to implement, but I think overall the game quality is going to be a lot better because of it.</description>
		<content:encoded><![CDATA[<p>I agree with what Will C said.</p>
<p>Another reason to consider doing a pre-order is because your customers ask you to. In my case, I had requests from dozens of Dirk 1 customers who wanted some new levels to play. They asked for a pre-order option, knowing the game wasn&#8217;t done yet. They had been reading about the game in my newsletters and were eager to get their hands on it.</p>
<p>So for me, it wasn&#8217;t a monetary need that drove my decision to do a pre-order. My other games still sell fairly decent. Because of that, I haven&#8217;t really advertised Dirk 2 much yet. I put an ad in IGM and a banner up on Game Tunnel for a little while (mainly to generate interest), but that&#8217;s about it.</p>
<p>But one of the side benefits of doing a pre-order is that I now have several hundred dedicated beta testers (who paid for the privilege). And many of them are very vocal about changes they like and don&#8217;t like, and many of them offer good suggestions for improvement. Obviously I have to pick and choose which suggestions to implement, but I think overall the game quality is going to be a lot better because of it.</p>
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		<title>Comment on Is Asking Customers to Pre-order a Bad Thing? by Troy Hepfner</title>
		<link>http://gbgames.com/blog/2012/02/is-asking-customers-to-pre-order-a-bad-thing/comment-page-1/#comment-63392</link>
		<dc:creator>Troy Hepfner</dc:creator>
		<pubDate>Thu, 02 Feb 2012 05:13:53 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=1837#comment-63392</guid>
		<description>Good points, Damian! I probably wouldn&#039;t have done a pre-order if I didn&#039;t already have several other finished games available on my site to demonstrate that I could finish a project.

One other thing I thought about, Gianfranco: I also have a monthly e-mail newsletter that I publish that shows my progress on my current game project. Some people probably don&#039;t read it, but I&#039;ve had e-mails from numerous customers/subscribers who have told me that my newsletter is one of the few they enjoy reading. I always try to include screenshots or images of some kind to show what I&#039;m doing. My newsletters are available here if you want to take a look: http://www.mygamecompany.com/newsletter.htm

Of course, I already have an existing customer base that is interested in sequels or similar games, so it&#039;s easy to engage them with the regular newsletter.</description>
		<content:encoded><![CDATA[<p>Good points, Damian! I probably wouldn&#8217;t have done a pre-order if I didn&#8217;t already have several other finished games available on my site to demonstrate that I could finish a project.</p>
<p>One other thing I thought about, Gianfranco: I also have a monthly e-mail newsletter that I publish that shows my progress on my current game project. Some people probably don&#8217;t read it, but I&#8217;ve had e-mails from numerous customers/subscribers who have told me that my newsletter is one of the few they enjoy reading. I always try to include screenshots or images of some kind to show what I&#8217;m doing. My newsletters are available here if you want to take a look: <a href="http://www.mygamecompany.com/newsletter.htm" rel="nofollow">http://www.mygamecompany.com/newsletter.htm</a></p>
<p>Of course, I already have an existing customer base that is interested in sequels or similar games, so it&#8217;s easy to engage them with the regular newsletter.</p>
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		<title>Comment on Is Asking Customers to Pre-order a Bad Thing? by Will C</title>
		<link>http://gbgames.com/blog/2012/02/is-asking-customers-to-pre-order-a-bad-thing/comment-page-1/#comment-63391</link>
		<dc:creator>Will C</dc:creator>
		<pubDate>Thu, 02 Feb 2012 03:31:42 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=1837#comment-63391</guid>
		<description>I&#039;d agree with Damian in saying that pre-orders are viable for projects that are well under way. A down side to this approach that I&#039;ve considered in getting potential funding, is the lack of revenue that you will receive once the game is completed and released. Perhaps the game will sell more copies, but what happens in the event that you have already tapped your market, and the game fails to sell outside the pre-orders? If you are relying on pre-orders as a sole source of funding and then expect the game to sell, it is putting all your eggs in one basket. If however you are looking to merely supplement a project, help with over head, or are simply passionately working on something that isn&#039;t supposed to be a main source of income, then the risk isn&#039;t any where as heavy. As mentioned there is also the risk of not being able to deliver, and essentially you&#039;ve ruined your name, (personal, or business), or at least will have your players having sour grapes and thinking twice about supporting your endeavors in the future.

It&#039;s definitely a case by case basis and something that should really be weighed before pursuing.</description>
		<content:encoded><![CDATA[<p>I&#8217;d agree with Damian in saying that pre-orders are viable for projects that are well under way. A down side to this approach that I&#8217;ve considered in getting potential funding, is the lack of revenue that you will receive once the game is completed and released. Perhaps the game will sell more copies, but what happens in the event that you have already tapped your market, and the game fails to sell outside the pre-orders? If you are relying on pre-orders as a sole source of funding and then expect the game to sell, it is putting all your eggs in one basket. If however you are looking to merely supplement a project, help with over head, or are simply passionately working on something that isn&#8217;t supposed to be a main source of income, then the risk isn&#8217;t any where as heavy. As mentioned there is also the risk of not being able to deliver, and essentially you&#8217;ve ruined your name, (personal, or business), or at least will have your players having sour grapes and thinking twice about supporting your endeavors in the future.</p>
<p>It&#8217;s definitely a case by case basis and something that should really be weighed before pursuing.</p>
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		<title>Comment on Is Asking Customers to Pre-order a Bad Thing? by GBGames</title>
		<link>http://gbgames.com/blog/2012/02/is-asking-customers-to-pre-order-a-bad-thing/comment-page-1/#comment-63389</link>
		<dc:creator>GBGames</dc:creator>
		<pubDate>Thu, 02 Feb 2012 02:24:54 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=1837#comment-63389</guid>
		<description>A failure to deliver and rights to a refund are some of the things that most new indies probably don&#039;t think about. They&#039;re running a business, and they need to treat it like one.</description>
		<content:encoded><![CDATA[<p>A failure to deliver and rights to a refund are some of the things that most new indies probably don&#8217;t think about. They&#8217;re running a business, and they need to treat it like one.</p>
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		<title>Comment on Is Asking Customers to Pre-order a Bad Thing? by Damian</title>
		<link>http://gbgames.com/blog/2012/02/is-asking-customers-to-pre-order-a-bad-thing/comment-page-1/#comment-63388</link>
		<dc:creator>Damian</dc:creator>
		<pubDate>Thu, 02 Feb 2012 01:54:44 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=1837#comment-63388</guid>
		<description>What worries me is that &quot;pre-order&quot; and &quot;donation&quot; are becoming blurred. If I pre-order a game then I consider it a binding contract to release that game (on schedule if one is given). If the game doesn&#039;t get made, I want my money back. If it&#039;s later than promised, then I should be able to get my money back. If it&#039;s terrible or not what was offered then I&#039;d expect to have the same rights to a refund as someone who didn&#039;t pre-order.

Unfortunately there seem to be an increasing number of people looking at &quot;pre-orders&quot; (or &quot;rewards&quot; in Kickstarter terminology) to fund developments when they have little to no experience of finishing the product. I often read posts on forums from prospective game devs who are looking at &quot;crowd-sourcing&quot; as the place to start a project rather than a strategy to fund something that is already well defined and underway - &quot;We&#039;ll do a couple of screen mock-ups, write a blurb and get a Kickstarter going for $20K so we can become indies over summer break!&quot;. Fortunately most of these never get the funds but it&#039;s only a matter of time before there&#039;s a major failure to deliver.</description>
		<content:encoded><![CDATA[<p>What worries me is that &#8220;pre-order&#8221; and &#8220;donation&#8221; are becoming blurred. If I pre-order a game then I consider it a binding contract to release that game (on schedule if one is given). If the game doesn&#8217;t get made, I want my money back. If it&#8217;s later than promised, then I should be able to get my money back. If it&#8217;s terrible or not what was offered then I&#8217;d expect to have the same rights to a refund as someone who didn&#8217;t pre-order.</p>
<p>Unfortunately there seem to be an increasing number of people looking at &#8220;pre-orders&#8221; (or &#8220;rewards&#8221; in Kickstarter terminology) to fund developments when they have little to no experience of finishing the product. I often read posts on forums from prospective game devs who are looking at &#8220;crowd-sourcing&#8221; as the place to start a project rather than a strategy to fund something that is already well defined and underway &#8211; &#8220;We&#8217;ll do a couple of screen mock-ups, write a blurb and get a Kickstarter going for $20K so we can become indies over summer break!&#8221;. Fortunately most of these never get the funds but it&#8217;s only a matter of time before there&#8217;s a major failure to deliver.</p>
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