I laugh at any developer who doesn’t support Wii

Faster development cycles, cheaper budgets, creativity, innovation – that’s what the Wii brings. Does it make business sense not to support this console if you’re a commercial developer?

I predict that any developer who has games coming out on the launch for the Wii will make a serious amount of cash no matter the quality of their game. Gamers will be hungry from day one, they want the new experiences that all of these games bring. It doesn’t matter if the game is a port because graphics don’t matter. It’s the gameplay that makes the game.

Technically each of these games/franchises are starting off on a fresh start. It doesn’t matter if the series was bad on previous consoles because with the difference in gameplay, no one will be able judge, if the game is good or not, until the game is actually released.

Even if the game sucks, it still will be fun because you’ve never played a game like this before. It’s a fresh and exciting new experience. This experience will wane after sometime but for those that release a game within the first six months, their game will sell like gold.

The creativeness of each developer will truly show in the next couple of years. In the near future, sales charts will prove that creative and fun games will often sell more than games that follow previously designed gameplay mechanics for the Wii.

By the way, now is the time to invest in any game company stock, especially Wii developers. Sell come mid-January/early-Febrary.

Is $9.95 the new $19.95?

It was only two and a half months ago that Ethereal Darkness Interactive Games (EDI Games) reduced the price of Morning’s Wrath from $19.95 to $9.95 (Download version). The month before the price sale reduction we sold three copies of the game. In July we sold seven copies. In August, we sold eleven copies. Almost half way through September and we have sold eight copies. Now keep in mind that the game is about to have it’s one year anniversary of release on October 1, 2006!

It was our hope that Morning’s Wrath could be a game that has longevity rather than a complete wipe out in sales over its lifetime. In the first few months of release we usually sold 20-30 copies.

There are a few key strageties to getting your game a healthy sales cycle.

#1 – Within the first month of release make sure that the press has reviewed your game! Give them tons of screenshots and movie files so your game stays on their front page for as long as possible.

#2 – Be aware of the time period that you launch the game in. With Morning’s Wrath EDI has had several different types of sales – winter, spring, and summer.

#3 – Be prepared to lower the price of the game if it isn’t selling as strongly as it did when it launched. Your first price reduction should be within 6 months of the launch saying that you currently charge $19.95+. The boxed version of Morning’s Wrath originally cost $29.95. It currently costs $19.95.

#4 – Add your game to portals and retailers. It has taken EDI a while to get Morning’s Wrath onto some portals but the game is currently selling on three portals along with one retailer.

#5 – Patches are a beautfil thing for games. After announcing the release of a new patch, your customers all come back and make the community alive again. Listen to your customers and add in the features that they want!

All of these points should be well planned out before you launch your game. Each of these are key strategies that will make your game continue to sell. Make sure that you announce all updates through Press Releases. You are more likely to reach your target audience if you get coverage from websites over the course of a year rather than the first week of launch.

PiracySucks.com

After living through it, I’ve decided to buy the domain name PiracySucks.com. I thought that having a site where consumers could learn about the effects that piracy has on all sides of the industry could be rather informative and helpful. If anyone reading this is interested in helping out, by writing articles or anything else, please contact me at davidprodriguez [at] att.net.

Consumers are smarter than you think…

Well at least more so than I thought.

Today I went to the Mountain Dew & Xbox 360 Game Live, a College Campus Tour, at my school and it felt like a minature-E3 – games were buggy, there was a DJ, hot girls asking player’s if they wanted to enter in a contest, etc.

I went around asking students what they thought about the games they were playing – Splinter Cell 4, Eragon, Madden 07, Need for Speed Carbon, FlatOut 2, DOA 4 – are the ones that I remember being there. Players actually weren’t impressed with buggy games. Buggy as in buildings were flickering from textured to non-textured. Crap like that won’t sell a game so why in the world would any developer show this to the public?

It’s different in the case of showing the media a buggy game. They’ll understand that the game might only need a few tweaks to fix the broken parts, but do consumers understand this? Somehow I doubt it. Seriously does any consumer, other than geeks, understand how games are developed?

What’s really sad is that consumers are forced to put up with mediocrity. Have you entered a game store recently? 1,000s of games on the shelves – how are they supposed to know which one is better than the other?

Do they know the hundreds of developers and publishers behind those games? Obviously not! They may know the top 8 names – Microsoft, Sony, Nintendo, UbiSoft, EA, Activision, Midway, Atari – but after that…

There’s a reason why so many game companies fold and that’s because consumers are confused. No matter the company or the franchise consumers are not safe from buggy and low quality games. So I ask what will make them buy $60 games that have not been unrestlessly assured in quality?

High Quality is the ONLY Quality

If you are serious and want your game to sell, you have to make a high quality game. Major portals will not accept any game that has poor gameplay or graphics. With a good game, gameplay and graphics go hand in hand. Developers must balance the two.

When designing your game keep this in mind. It’s much easier to make a cartoony looking game rather than something that’s realistic.

When you’re done with your game, go back and look at things that could be polished. There’s no reason why your game shouldn’t be the best that it can be. Spend at least a month tweaking as much as you can. Beta test your game and get feedback!

Mediocrity is not an option in this day and age. There are too many indie games being released every week for your game to get noticed if it looks or plays bad.

Why would you want to waste months to years of your life on a project and not have it sell well?

RSS Errors – Fixed

I was recently informed that the RSS feed wasn’t working. Turns out that by forwarding the domain videogameinsider.net and by telling the blog that that is the new Blog URL, an error occurs. I’ve fixed this problem by telling the blog that the BLOG URL is the actual directory where all of this data is located.

Bottom line is that it should work now.