By Rusel DeMaria on Mar 30, 2012 in Business, Marketing, Video Games
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When I started my Kickstarter project I was aware of the incredible success story of Tim Schaefer, whose Double Fine game development studio asked for $400,000 and ended up making more than $3.3 million for its latest project. I figured that if he could make that much, I could make a little without too much trouble. After all, I had a good project, a fine book and lots of friends. It should go smoothly, right?
Part 1: Getting Started
I did some research, looked at...
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By Nadia Oxford on Feb 4, 2012 in Business, Downloadable Content (DLC), Game Design
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If a developer makes a game and nobody plays it, does it exist? Sure, but if a developer makes a game for commercial reasons and he or she doesn’t spend enough time or effort marketing it, that game will probably just melt into mist and leave behind a poorer studio. That goes double for a game that’s meant to be sold during the busy holiday season.
Happily, we live in such a connected world that effectively marketing a game at any time of the year need...
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By Nadia Oxford on Feb 4, 2012 in Business, Publishing, Retail
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Piracy is a problem: the buccaneers tend to throw their dead parrots and used-up hat feathers overboard, and it makes a terrible mess. In all seriousness though, digital piracy has been a hot topic since the earliest days of the floppy disc and magnetic tape. Copying a game or a program is much easier than nicking a physical object from a store, and usually carries less consequence than getting collared in the middle of Wal-Mart with a pocket full of PlayStation...
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By Nadia Oxford on Feb 1, 2012 in Business, Culture, Publishing
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Last year, an observant little girl named Riley asked a question to millions of YouTube viewers: why is toy marketing gender-segregated? Specifically, why is it that boys are “expected” to buy superheroes in an assortment of colors, while girls are “expected” to buy dolls packaged in pink? Riley’s YouTube rant has since sparked a great deal of conversation across newspapers and blogs regarding the methods that toy manufacturers use to...
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By Nadia Oxford on Dec 30, 2011 in Business, Game Development, Publishing
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With 2012 coming up fast, many of us are wishing and hoping for a fruitful, healthy year, preferably free of Mayan-predicted doomsdays. Conversely, in our darker moods, we think about ways in which the new year might be a soul-sucking series of struggles.
2012 is going to be a tense time for video game developers, too. The past couple of years have been volatile for the industry, and 2012 will prove no less challenging for the business thanks to some specific...
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