![]() ![]() No one at the word "innovative" nods his head with the words: "Yes, it is truly innovative." Usually, when they hear the word “innovation” from the developer, they think: “Well, he’s a dumbass.”Īll of the above methods do not work. ![]() The fourth mistake is to say that your game is good, and then convince it. Yes, your story is good, necessary and important, only ten words does not fit it, and no one else will read. And he, by and large, also does not care. No one cares about the Dark Sun tribe, except, perhaps, the one who invented it. If you wrote it in your right mind and solid memory, delete it right away. "The people of the Dark Sun tribe angered the Ancient Gods. Mistake number three is to assume that the background of the game explains it well. Your message, theme and idea do not say a word about how to play, that the game has something special and interesting. (Matthew Wenger, the author of these two games, invited me to a conference). Let you want to make a "disaster game." And what the hell does that mean? Maybe Off-Road Velociraptor Safari- a disaster game? Oh no! Exactly - this is Minotaur in a China Shop. The second mistake is to try to convey your creative idea as a description. Sometimes it’s not even possible to say what we generally manage. No, if you are in the know, it will be clear to you, but for people from the street it will mean a little more than nothing. It seems to be enough to upload a game clip or screenshots, and from them everything will already be clear. The first mistake in describing games is not to describe them at all. Now I will tell you why typical methods do not work on dumbasses, and then I will explain (as a very experienced asshole) how to tell about the game so that everyone understands this. Because in the worst case, I can read it - and I'm the other asshole. I was lucky - for eight years I was trained to talk about other people's games, so that everything went easier with my own.ĭo not even expect that the audience of your site, interview or video will consist exclusively of smart, serious and interested people. It's easy to mess with this, especially when you're in the context of a game but the description needs to be given great attention if you do not want to remain the only user. Instead, I want to talk about how to talk about games. This is my first game, besides still unfinished, therefore, to teach you programming is not my status. I am a gamer in everyday life, but in my spare time I write one game myself ( Gunpoint ), it even reached the final of the Independent Games Festival, I a little proud of it (before me the creator of Solipskier spokeexplaining why everyone doesn't give a damn about IGF, so it got a little easier for me). The author of the original article is Tom Francis, a journalist of the PC Gamer English edition, who develops indie games in his free time. ![]()
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