Point/Success of Publishing Without Community?
greyorm:
Quote from: Sebastian K. Hickey on December 15, 2009, 07:49:57 AM
That'd be a dream come true. E.g., I've no idea how to get that kind of gig, except by pure fluke.
I think that's pretty much how it happens: you luck into it. It isn't something you can control. (At least unless you've learned to control other people's minds, in which case why are you designing games and not having the world build you a palace filled with trained monkeys for servants?)
Also, an update of how things go once you've run the local con circuits, good or bad (or mixed), would be great. So please do keep us in the loop.
Sebastian K. Hickey:
I'll drop in from time to time with an update on the progress. Merry Chrimbo everyone!
Sebastian.
KeithBVaughn:
Greyorm,
I'm going to be a bit blunt and maybe an ass about this but the question remains: Did your game ORZ suceed or fail?
Just because you put out a game doesn't mean anyone has to play it. Just because people buy the game doesn't mean people will be excited enough about it to gather others to play it. (I know, I've been there more than once.) My first game (Embers of Empire SFRPG) I put my heart and soul into. I sold two copies. I realize now that EoE is not playable. The good part of it is that it gave me experience on writing a game and allowed me (after another aborted game--60+ pages) to write another two games that are near release. Will they sell? I don't know. I only know I did my best and the public will decide if I produced a good game. Its reception is beyond my control.
My advice is to get away from your game for 6-12 months and then reevaluate it. In the meanwhile, write another game using what you've learned from this one.
Best of Luck, Keith
greyorm:
Greetings Keith,
I'm confused because I'm not sure what is it you're trying to ask? I would have thought the answers to your question obvious, given the details throughout the thread, so that makes me think I'm not understanding what you're trying to ask about.
Other than that confusion, all fine things to keep in mind, especially your suggestion that an author get away from the work for 6-12 months (though I'd suggest someone do that after the first draft is done, rather than post-publishing). That's certainly something I do quite a bit with much of my work. However, whether that works for a given individual, and the actual length of time one puts it in the drawer for, is really personal preference.
Dan Maruschak:
I don't know if it will work, but I'm going to try to build a community via podcasting. I'm launching a new podcast, Designer vs. Reality. It will have AP recordings of playtests of my game (and possibly other designers' games, if a situation arises where that makes sense). I'm hoping that listeners will be inspired to playtest my game with me over Skype, which will provide content for more episodes of the podcast, which will attract more playtesters, etc. The big trick will be to get that virtuous cycle working, which will require both entertaining episodes and a critical mass of volunteers.
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