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TylerBetable

Member Since 02 Aug 2011
Offline Last Active Sep 13 2012 03:14 PM

Posts I've Made

In Topic: Space game design

13 September 2012 - 03:18 PM

I agree with the sentiment above, I think you've got to think about which pieces of the game are really unique and appealing, and then how you can build a small game around that to start. For instance, the Spore spaceship creator sounds awesome, but it's not key component of the game and frankly 80% of the functionality is easily replaced by stock "ship types" with customizable weapons/armor loadouts (see Galaxy Online II on Facebook for a good example of this). You can cut that out

Try to boil it down to what's actually unique and you'll be a lot better off doing it yourself

In Topic: Where can we find funding for Game Development

22 August 2012 - 02:09 PM

Not to plug my own post here, but seriously go read this: http://blog.betable.com/how-to-succeed-on-kickstarter/

There's a lot of tips there that are applicable to your project. I agree with the above comments as well that the story needs work. When writing a pitch, try the following format:
  • Attention
  • Interest
  • Desire
  • Action
So it would be like
  • What if Mars was not always a desert?
  • The fact is: it wasn't Mars was destroyed 50,000 years ago when it's human population destroyed the ecosystem and stripped it of resources.
  • Now you have the chance to go back in time and save the planet and it's people from extinction in a massive, open MMORPG.
  • Act now to make this game a reality.
See how that defines the pitch? That's going to be a much stronger sell than the simple story, but doesn't leave the story out of it.

In Topic: Monetization ideas

25 July 2012 - 06:57 PM

I agree with what was said above, incentivizing clicks or trying to "tweak" the advertising model in some way will usually get you kicked off of those services. The weeded out all of those arbitrage scenarios a while ago. Instead, I'd recommend looking at new monetization methods, such as:
  • Kiip - real rewards for virtual achievements
  • Betable - add real-money gambling into your game
Shameless plug, I know, but our goal is to help solve this problem :)

In Topic: I there a way to promote our browser based online game in lower cost?

12 July 2012 - 03:54 PM

Hey turch, thanks for referencing the podcast post from our blog :)

I think the biggest tip I can give you is to find communities relevant to your game and be straightforward with them. Say that you've been working on the game for a year, think it's something they would like, and ask them to try it. These communities can be on Reddit, forums, or otherwise. Use social media (Facebook, Twitter) not just to promote your game but to engage your fans. You've got to do things like in-game contests, giveaways, and cool pictures/videos to make the social content something people actually enjoy. The goal here is not to spam everyone about how great your game is, but actually create a community of passionate fans around your game. From there, you're off to the races

Good luck!

In Topic: Pay people to try your game?

06 June 2012 - 05:28 PM

While I commend you for trying to be creative, this sounds like a scam. I would proceed extremely cautiously

If you want to pay for players, I think you're much better off purchasing incentivized installs from big companies such as TapJoy. These are reputable companies with significant publisher networks that can push out your game, so while you may be paying a fair amount, you know they're legit. At that point, if you've made a good game, the people they drive to your game will play it

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