Game Development Community

How to best utilize my game?

by Chris Jorgensen · in General Discussion · 03/06/2008 (1:10 pm) · 7 replies

I can't come to a conclusion on how to package my mini chess game. Here's the deal: I have developed a set of four 6x5 board chess variants, based on popular international versions of chess. I've tuned the AI and it plays fabulously. The art and music are good. I think I've packed a lot of fun into a simple and small game.

But here's my dilemma: what do I do with it? I figure I have several options:

Use as a promotion tool: Release each game separately for free as an attempt to drive interest / traffic to my site. The hope being that the increase results in more potential buyers come the release of my first commercial game (Xeno Versus.... which is oh-so close to completion). Another option might be to pack them all together in one EXE and hope that someone like GG sees value in putting the set in their store for free.

Sell individually: This speaks for itself. Release each variant as a separate game for a low price ($2-$3). Then hope that the variety draws in more money than the next option...

Sell as a pack: The game engine can trivially switch between variants. So I could pack them all together and hope the increased value makes it more purchasable ($5-$10). In this case, I'd be inclined to add some extra value in online and / or network play.

Any advice is appreciated.

#1
03/06/2008 (1:15 pm)
Sounds like a fun game !

what about two free variants, and then either several individual variants or a pack for sale ?
#2
03/06/2008 (4:16 pm)
You could flesh out each of the variants into it's own package with a high score, a menu. Sell each one for $10. If you don't think they'd sell for $10, then keep working on them. Realistically, would a customer see a $2 game and think "what a deal! I'll get it" or "what? that's too cheap to be any good". You don't need to add network play. If you have a solid tutorial, an AI that can scale up as the player progresses (beginner to expert), good art and sound, there's no reason why this can't be your first commercial game.
#3
03/07/2008 (12:38 pm)
Interesting points. I'd actually thought about the price point balance. I figured that at some point the price gets so low that a consumer becomes irritated that the game's not free.

Based on the feedback here and elsewhere, this is what I'm leaning toward. Package the three mini chess variants that are the most similar into one game with three rule sets. Build in a few different visual themes. Put in rules/tutorial screen. Ane try to sell it. I think this route might maximize the value of mini chess, while at the same time be a simple way to get my feet wet in the art of selling games.

The other variants that are significantly different can show up in a separate package later down the line as an add-on, new game, or what have you. I'm hoping to milk a number of games out of this code base. :)

Edit: Beta info here: www.garagegames.com/blogs/68928/14419
#4
03/18/2008 (1:13 pm)
I want to extend this conversation a little bit, if people don't mind. As some might know, I've done a couple beta releases of mini chess. The responses have been very positive. What has struck me, however, is that the responses have been far fewer than those for Xeno Versus. Far, far fewer.

My question: why? I admit, Xeno Versus has awesome anime art. So I can see how it catches the eye. But then chess is a well-known and popular game. Sooo.... with that said, I've scratched my head and tried to come up with some issues.

* The art's not catchy
* There's no hook in the game-play
* Chess is a saturated market
* Mini chess is too niche

Anyone have any thoughts? I'm starting to migrate into the polish-and-publish phase of development. So I'd like to get some input both for this game and its sequel's sake.
#5
03/18/2008 (1:55 pm)
Basicly there is no hook point. For instance, your other game Xeno Verus uses the anime style to "hook" the player in to trying the game. You'll get a lot of people who watch anime space combat television series interested in the game as they know what that should be like.

In your chess game I see no real "hook point". Take a look at some of the other chess games around the place that do well and look at what they use. Many of the use difficulty as their hooks due to the nature of the game. For example, chess games will say things like "32 levels of difficulty" etc etc or use "famous" chess players as their selling point.

Your game, in all honesty, looks like your "average" chess game. I would imagine that most people would just see another chess game and move on. IMO, as an independant, you really need to put a twist to it to attract people. Anyone ever remember Battle Chess ? Now that is a twist that really hooked people who would normally not even touch a game of chess. "I can see the castle kick a bishop across the board !?! I am so there !".

You need to find a twist to add to the game. Play or your strengths and add that flavour to it. Maybe an Anime version of chess ? Or use ships like those in Xeno Versus as the pieces and each ship uses different weapons to destroy each other. Sit down and brainstorm crazy, unrelated chess idea's and then mash those idea's with a chess game and see what it sparks off.

Anyways I hope this helps.
#6
03/18/2008 (2:49 pm)
If you didn't put to much time into the games, I would send them out as a promo tool. Get the traffic and awareness to your site and talent. Just make sure those mini game represent your teams/your abillity. Now if you mini games are getting average reviews then you might want to go even further and give the source code out with them and here is why.

You will drive both developer and buyer traffic to your site. You will become known as a person who shares technology as well as a creator of great entertainment. At that point you will become something that people talk about or well you will be on your way. If you can get enough people around here (the GG community) and customers talking about you in a positive way it would make things a lot easier for you when you later approach GG for space on the site to sale games. In fact this is exactly what my team is looking at doing in the future.

We have selected TX2 as the technology to move forward with and we hope as we move along in the development of the demo that we can create some tools to help other developers. Basically giving back and helping others and in turn helping to build our brand.
#7
03/19/2008 (8:50 am)
Interesting points. I'll just briefly comment that I've considered both anime and xeno versus spin-offs of mini chess, but that I see those as separate games. In fact, for the former I've already registered a domain name... so odds are that one's going to be done. That latter idea, however, I think I'll just have to wait and see.

As far as becoming a sharer of technology.... not gonna happen. ;) I actually firmly believe in holding onto my code assets. If people want my advice or pointers to resources that I've used then I can provide.

Anywho, it sounds like I'm on the right path with how to increase and advertise the game's quality. I think I'm nearing the finish line here. :)