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	<title>Comments on: The Importance of Long-Lead PR</title>
	<atom:link href="http://www.edery.org/2009/03/the-importance-of-long-lead-pr/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.edery.org/2009/03/the-importance-of-long-lead-pr/</link>
	<description>For those interested in the business of making great video games. Entrepreneurial spirit a must.</description>
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		<title>By: David J Edery</title>
		<link>http://www.edery.org/2009/03/the-importance-of-long-lead-pr/comment-page-1/#comment-281623</link>
		<dc:creator>David J Edery</dc:creator>
		<pubDate>Tue, 10 Aug 2010 00:31:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=895#comment-281623</guid>
		<description>Hi Stewart -- I&#039;m not sure what comment you&#039;re referring to. The only comments I delete from this blog are those that are blatantly offensive (i.e. racist, sexist, etc) or appear to be spam. I may have mistaken your comment for spam...</description>
		<content:encoded><![CDATA[<p>Hi Stewart &#8212; I&#8217;m not sure what comment you&#8217;re referring to. The only comments I delete from this blog are those that are blatantly offensive (i.e. racist, sexist, etc) or appear to be spam. I may have mistaken your comment for spam&#8230;</p>
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		<title>By: Stewart</title>
		<link>http://www.edery.org/2009/03/the-importance-of-long-lead-pr/comment-page-1/#comment-281501</link>
		<dc:creator>Stewart</dc:creator>
		<pubDate>Thu, 05 Aug 2010 08:38:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=895#comment-281501</guid>
		<description>I made a comment about this post that was courteous and professional. I disagreed with you but that doesn&#039;t seem a reason to censor me. Why was it removed??</description>
		<content:encoded><![CDATA[<p>I made a comment about this post that was courteous and professional. I disagreed with you but that doesn&#8217;t seem a reason to censor me. Why was it removed??</p>
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		<title>By: Kim Pallister</title>
		<link>http://www.edery.org/2009/03/the-importance-of-long-lead-pr/comment-page-1/#comment-248818</link>
		<dc:creator>Kim Pallister</dc:creator>
		<pubDate>Tue, 31 Mar 2009 15:49:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=895#comment-248818</guid>
		<description>Couple things to add:

- Agreed, and one of the PSN guys had similar comments here: 
http://www.gamesindustry.biz/articles/sony-dont-send-self-published-titles-out-to-die-lonely-and-unloved
In which they said marketing should start at least two months ahead of time. I am more inclined to agree with you, and that it should be many many months ahead of release.

- In the case of the examples you cited, it&#039;s worth noting that each had a very different &#039;tactic&#039;. I place that in quotes because I&#039;m not sure they were *intentional*. In Braid&#039;s case, Jon&#039;s just an outspoken indie developer who is passionate about games. His notoriety helped the game get press, as did the IGF participation. Castle crashers worked their fanbase effectively. Worms and Street Fighter worked the momentum given to them by the IP.

Regardless of tactic, I think the common element is identifying the story that resonates with consumers and press and then working that, hard.

A cynic might add that these four titles had in common that they didn&#039;t sit back and depend on Microsoft for their marketing.

- I&#039;ll add one last point to your last point: A great game *can* stand out based on gameplay alone. There are plenty of Flash games that stand as examples of something so good that people spread the news virally. Though I agree with the sentiment that it&#039;s super risky to hope the game alone will do this.

Line Rider &amp; Desktop Tower Defense come to mind as examples. More interesting is the recent tactic of using the viral spread of free Flash versions of games to create the buzz that then is capitalized upon with a commercial release on another platform. Crayon Physics and Fantastic Contraption now have iPhone for-pay versions. I suppose N is another example, where the Xbox version was highly anticipated based mainly on people having played the free web version years before.</description>
		<content:encoded><![CDATA[<p>Couple things to add:</p>
<p>- Agreed, and one of the PSN guys had similar comments here:<br />
<a href="http://www.gamesindustry.biz/articles/sony-dont-send-self-published-titles-out-to-die-lonely-and-unloved" rel="nofollow">http://www.gamesindustry.biz/articles/sony-dont-send-self-published-titles-out-to-die-lonely-and-unloved</a><br />
In which they said marketing should start at least two months ahead of time. I am more inclined to agree with you, and that it should be many many months ahead of release.</p>
<p>- In the case of the examples you cited, it&#8217;s worth noting that each had a very different &#8216;tactic&#8217;. I place that in quotes because I&#8217;m not sure they were *intentional*. In Braid&#8217;s case, Jon&#8217;s just an outspoken indie developer who is passionate about games. His notoriety helped the game get press, as did the IGF participation. Castle crashers worked their fanbase effectively. Worms and Street Fighter worked the momentum given to them by the IP.</p>
<p>Regardless of tactic, I think the common element is identifying the story that resonates with consumers and press and then working that, hard.</p>
<p>A cynic might add that these four titles had in common that they didn&#8217;t sit back and depend on Microsoft for their marketing.</p>
<p>- I&#8217;ll add one last point to your last point: A great game *can* stand out based on gameplay alone. There are plenty of Flash games that stand as examples of something so good that people spread the news virally. Though I agree with the sentiment that it&#8217;s super risky to hope the game alone will do this.</p>
<p>Line Rider &amp; Desktop Tower Defense come to mind as examples. More interesting is the recent tactic of using the viral spread of free Flash versions of games to create the buzz that then is capitalized upon with a commercial release on another platform. Crayon Physics and Fantastic Contraption now have iPhone for-pay versions. I suppose N is another example, where the Xbox version was highly anticipated based mainly on people having played the free web version years before.</p>
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		<title>By: DM2</title>
		<link>http://www.edery.org/2009/03/the-importance-of-long-lead-pr/comment-page-1/#comment-248789</link>
		<dc:creator>DM2</dc:creator>
		<pubDate>Tue, 31 Mar 2009 10:59:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=895#comment-248789</guid>
		<description>forgot to add, that these XNA games could be a perfect test bed for testing out how PR/Marketing can help a game sell.</description>
		<content:encoded><![CDATA[<p>forgot to add, that these XNA games could be a perfect test bed for testing out how PR/Marketing can help a game sell.</p>
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		<title>By: DM2</title>
		<link>http://www.edery.org/2009/03/the-importance-of-long-lead-pr/comment-page-1/#comment-248788</link>
		<dc:creator>DM2</dc:creator>
		<pubDate>Tue, 31 Mar 2009 10:54:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=895#comment-248788</guid>
		<description>very true, there is an intresting article on on XNA community games sales which hints at poor sales, some of which may well be to do with the lack of forward publicity. http://www.gamerbytes.com/2009/03/gamerbytes_analysis_xna_commun.php#more

Having an interaction with potential customers is also a great idea, companies like Bizarre Creations had an active forum where they could generate intrest, share snipets with gamers and increase the &#039;hype&#039; around there upcoming games.</description>
		<content:encoded><![CDATA[<p>very true, there is an intresting article on on XNA community games sales which hints at poor sales, some of which may well be to do with the lack of forward publicity. <a href="http://www.gamerbytes.com/2009/03/gamerbytes_analysis_xna_commun.php#more" rel="nofollow">http://www.gamerbytes.com/2009/03/gamerbytes_analysis_xna_commun.php#more</a></p>
<p>Having an interaction with potential customers is also a great idea, companies like Bizarre Creations had an active forum where they could generate intrest, share snipets with gamers and increase the &#8216;hype&#8217; around there upcoming games.</p>
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