We’re entering our last six months of development on Dragon Commander, meaning that things are getting serious now. Pretty soon we’ll have to prove that our adventures and experiments in the wonderful land of independence and self-publishing were fruitful, and show that we’re capable of launching a game worldwide on our own, both digitally and via retail and preferably with a certain degree of success.
This is an example of the kind of stuff we've been doing trying to boost our reach on Facebook. It has some impact, but we have no idea if we're actually doing the right thing.
That success is far from certain, and there are plenty of cracks in the floor that we’ll need to hop over to break even on this game. This post is about a few very specific issues we’re dealing with, and I wanted to check if there’s anybody here reading this blog who has a couple of bright ideas that might help us forward. Your help will be most appreciated!
[In which I discuss that independent developers of a certain size need to be at E3, especially nowadays]
As promised, now that the dust has settled, it’s time to find out if our recent little outing to E3 was worth the effort. Specifically, is it something that I’d recommend to other developers like us ? The short of it is a definite yes, but there’s quite a few caveats that you need to be aware of.
Larian at E3 - proof that "no sweat, no glory" has its merits - it was hard work but it gave us good results
Traditionally, E3 is an industry-only show and its raison d’être is showing off upcoming games to retailers. The general idea is that you get them excited enough to place large day 1 orders and thus ensure a succesful launch. To do that, you need to convince them that yours is a big game, and demonstrating some muscle is believed to be a tried-and-true method of achieving just that. Hence the extravagant booths with occasionally outrageous budgets.