Facebook Indie Games
Stealing Farmville's thunder one player at a time. 1 down, 80 million to go.
TwitterFacebookPageSearch
Tags
- money (20)
- game design (15)
- iphone (12)
- list (9)
- popcap (7)
- crazy stuff iphone pricing (6)
- fan games (6)
- marketing (6)
- Reasons (4)
- Bad Apples (3)
- View all 55 tags
- farmville (3)
- freemium (3)
- ios (3)
- business (2)
- copywriting (2)
- facebook (2)
- flash (2)
- game idea (2)
- playfish (2)
- social (2)
- story (2)
- viral (2)
- borg (1)
- design (1)
- development (1)
- digital chocolate (1)
- distribution (1)
- doodleday (1)
- evil (1)
- facebook credits (1)
- free to play (1)
- future (1)
- games (1)
- gdc (1)
- gdc11 (1)
- idiots (1)
- kin (1)
- lady players (1)
- marketshare (1)
- mobile (1)
- nanostars (1)
- ngmoco (1)
- niche (1)
- religious games (1)
- seth godin (1)
- slides (1)
- smartphones (1)
- socialgameuniverse (1)
- tv (1)
- twitter (1)
- unforgiveable (1)
- unity3d (1)
- wicked (1)
- zeebo (1)
- zynga (1)
Archive
Contributors
April 27th, 8:45am
0 comments
Everything is Marketing -- a Bunch of Tweets from @JurieOnGames
Game development vetran Jurie Horneman wrote a bunch of interesting tweets this morning... but apparently they don't meet his high standards for a blog post.
Fortunately, they meet mine! So, here they are... his tweets, in a blog post. Remember you need to start reading at the bottom, and work up: Jurie's point builds on the idea that new methods of distribution breaks the separation between products and marketing. And the internet introduces a lot of new forms of distribution: online games, downloadable games, app stores, Facebook, portals, direct traffic to your web site, and so on. In console games, developers see "marketing" as a commodity -- every game is marketed in the same way: try to get reviews, have great artwork on the box, invest in advertising, get stocked in the store. They out source that work to publishers. And publishers see "games" as a commodity. As long as they're developed in a way that fits the publishers marketing process, it really doesn't matter what they are like. They're just cogs in a marketing machine. But now there are hundreds of ways to distribute, market, and profit from a game. And this means that developers need to develop their marketing, distribution, and game design to complement each other. Clatter clatter clatter. I'll have more to say about this in due course, no doubt. But for now I just wanted to share Jurie's tweets.
