replaying sd3 is making me realize how much i adore this game’s presentation like there’s a really unique and appealing style to it that honestly feels sort of post-ironic in its application, like has anyone else really tried to emulate the look of the snes era 3d games complete with fog and limited perspectives??
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In this blog post I’m going to relay information regarding how one should showcase their own game, the information presented was gathered from a GDC talk from 2017 done by Nicolae Berbece, the Founder of Those Awesome Guys an independent video game developing “studio” consisting of people from all over the globe who, in their own words, strive to be developers and publishers they would support as gamers.
So the first thing brought up is that when it comes to showcasing your game split the whole course into three parts; Before, During and After. This blog will be covering his Before the event essentials.
Before the actual showcase you need to decide on ‘where’ you will be showcasing your game and apply to attend. Many events have different pros to attending. Some events are better if you want press for your game, while others are better for when you want people to play your game. This should be decided well before the time of the event ie. approximately just under 6 months. Another thing you’ll want is to apply with a group to tag along with, this will lower the cost of attending the event as well as place within a situation where you have other people to assist in planning how the showcase will be run.
The next topic, which should be organized around 3 months before the event, is Travel & Housing. Something one should put into practice when conducting this showcase is set yourself up to be at your temporary residence at least 2 days before the event so you have some time to setup the showcase area. Keep in mind that not everything will go to plan, so this time buffer gives some leeway into getting any problems ironed out before they are noticed by people coming to check out your game which leave a good first impression.
Also, while you are visiting for the event give yourself some time to take in the location, book an extra day after the event to either give yourself a break to go over anything you’ve noticed during the showcase while it is still fresh in your or just relax and take in the city.
Now location wise, book close to the event as you might have to run back and forth between the event and your hotel, keeping it close makes that situation much more bearable.
A couple of weeks before the event attend some parties. In particular parties for game developers, as it will open up opportunities to talk to and possibly befriend other game devs in a more casual setting.
A month before the event begins one should have promotional materials ready and waiting, this includes anything from banners to business cards. This is to, as mentioned previously, promote your game so these items will assist in keeping it lingering in their minds. A component to keep in mind with these is colour.
Colour helps with branding yourself and your studio, keep it consistent and put it on (almost) everything people will begin to associate that aesthetic with you, your studio, and your game.
It is your branding!
Another factor of promotional material are roll up banners, stands that usually feature the games characters and are designed to give passerby’s an idea of what the game entails. With these, ensure that the logo (or game’s title) is at the top of the banner. This is because at events there will be crowds, and crowds prevent logos that are close to the ground from being seen.
Something one should not do is utilize flyers in order to sell their game. Flyers are cumbersome in their natural state so they are either folded up and forgotten or left abandoned amongst the other forgotten items. So instead use business cards that display artwork of the game, the logo, a description and a link to the website.
When preparing for the showcase, take some time to adjust your game to better suit the event’s atmosphere. Have short play sessions, you want people to try your game so the best way to accomplish this would be done by having a short taste of the game so you can a higher frequency of games.
Also really important make it so the game can run on its own. Include an auto restart, cause it doesn’t look very impressive if you have someone walking around the machines resetting the game after every single player is done, the same can be said for instances of a crash. If your game is a multiplayer party game allow for mid-game join. Why make someone wait if there is a vacant spot during play?
Another thing to include is an Idle Card. If no one is playing the game, don’t have a single screenshot of the game. Have movement, use it to catch the eye of a passing individual and draw towards trying your game. Also don’t allow the player access to the game’s settings during a showcase. They can easily muddy the experience of another person after switching up the settings to their preferences, it is much better to have a uniform set of games rather than a conglomerate of the same game running slightly differently to each other.
When packing for the event be sure you have the materials needed to set up your booth. Scissors, tape the works. Cause if you’re prepared there’ll be little to no setback to getting everything up and running. Additionally, you’ll want to have cough drops on hand. Because while you are at the event you will be talking about your game, that’s what you’re there to do, so losing your voice by the first day is counterproductive to your modus operandi at that moment.
When it comes around to how you will have the players control your game, do your best to avoid the use of keyboards at the showcase. This is because the amount of keys on a keyboard make them appear intimidating, making a player feel like there will be more to the controls than there actually is. If using a controller make sure you are using a secure wired controller to avoid running out of batteries and kleptos. Also do not rent screens from the venue as they tend to cost a pretty penny so utilize other places for your renting needs.
This is a rundown of how one could prepare for showcasing their game, I feel that a lot of this information gives an insight into how much works goes into preparing a worthwhile game showcase.
We got the exclusive press presentation for the game, which was interesting for me at least (I guess I was the only "not hardcore Tales fan" (no offense!) XD turned out everyone there except me (we were... 9 lucky fans there?) had the Limited Edition already preordered, display cabinets of merchandise for all the games at home, all information and stuff; but I felt at home at once - gamers are most likely the same everywhere, JRPG or else ;)). The video part with "Be careful with the attachments you could equip your character with" made everyone laugh: "This is a serious scene. Yes. Please, try everything, but be careful. ;D"
We were allowed to ask questions later - Lin, they plan to publish other, even older Tales titles here if the fanbase in Europe keeps growing. He even asked if we introduced the games to our friends or colleagues and if they liked it and suggested to lend them our own games first to get them addicted. ;D
And all the time he held that plush Teepo in his arms, such a cutie. ID
Baba-san signed the artworks for us afterwards (and a poster - I need more walls!) and he was soooo happy when some of us had gifts for him ("Is that you in that cosplay? Oooh! It's great!"). He even held them for the photos with us!
Soooooo this is more 'Yay, Baba-san is a very nice person, so cute in all his fondness and pride for the Tales games' than actual information, but considering that the game was released in Japan 2011 there are no real news anyway. :) I would buy it if I had the console. *sigh*
~*~
I met a bunch of nice people there and already got in contact with them online, that's really cool! <3 Had a lot of fun and now I want a PS3 to play it. :)
3rd Man In did another live blog based on the presentation on tonight's game.
Having been to a couple games this season, now I can actually understand what he's talking about. The crowd is kind of dead. The Dallas game wasn't too bad, but it was only my second game this season.
The play on the ice seems to be the biggest factor working against it. When the game ramped up in 3rd period, the crowd was right there and they went nuts when Gerbe stepped on the ice for the shootout. But 3MI's point is that there are ways to keep the fans engaged even if the play is less than stellar.
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Eric over at 3rd Man In is pretty passionate about this issue. He's practically a one man crusade to change the atmosphere at live games down in the FN Center. He makes a convincing case as well. I haven't been to a game yet but the deflated atmosphere is very apparent even watching the games on TV.
You have to wonder how much it affects the team. That Pominville quote from last night had a tinge of pressure from fans to succeed but it's not "let's try to impress them," it feels more like "let's do well so we don't get booed." It comes back to the higher expectations. Instead of appreciating a talented team and supporting them, trying to lift them up during a rough patch, it can feel more like a Roman Emperor passing judgement from his cushy seat in the Coliseum.
How much the music has to do with it, I'm not sure. It certainly can't help. But just as the Sabres need to put in consistent efforts each and every night, the fans may need to as well.