Notes from IGS - Day 1 - Session 2
by Tom Bentz · 03/12/2007 (9:20 pm) · 1 comments
Day 1 - Session 2
Console/PC Distribution Gatekeepers (Kim Pallister, Microsoft; Greg Costikyan, Manifesto; John Hight, Sony; Sandy Resnick, GameTap; Moderator: Simon Carless, IGF)
This vital panel talks to the employees who evaluate submissions for some of the major indie game distribution channels on both console and PC, talking about how to pitch your game to get on these services, exactly what the gatekeepers are looking for, approaches to royalties, and much more.
My takeaway notes:
-Understand the platform, the market, and audience. Target a specific area.
-Ask yourself, is this game a fit for the customers I am trying to target? Does this game resonate with the audience?
-Gametap is launching a service to connect gamers with games, ala GreatGamesExperiment. This is a viable channel for indies. Get your game on these sites.
-The more resources/money dumped into a project from a service/publisher will determine the amount of exclusivity/control.
-The concept should connect with the service. With online connections some things are mandatory. Xbox Live acheivments, high scores, multiplayer (depending on service and game) - inviting friends, etc. There is a certain level of expected experience from players.
-Games should bring people together so there is less solitude.
-RPG games sell well (I dont recall which service mentioned this)
-Gametap targets males ages 18-49.
-Microsoft likes games that are quick and easy to pick up (within 5 minutes flat), that dont require an instruction manual.
-Sony likes UFOS. Unique (not seen before), Fun (no manual, simple to get into, good flow), Online, and a Showpiece.

Console/PC Distribution Gatekeepers (Kim Pallister, Microsoft; Greg Costikyan, Manifesto; John Hight, Sony; Sandy Resnick, GameTap; Moderator: Simon Carless, IGF)
This vital panel talks to the employees who evaluate submissions for some of the major indie game distribution channels on both console and PC, talking about how to pitch your game to get on these services, exactly what the gatekeepers are looking for, approaches to royalties, and much more.
My takeaway notes:
-Understand the platform, the market, and audience. Target a specific area.
-Ask yourself, is this game a fit for the customers I am trying to target? Does this game resonate with the audience?
-Gametap is launching a service to connect gamers with games, ala GreatGamesExperiment. This is a viable channel for indies. Get your game on these sites.
-The more resources/money dumped into a project from a service/publisher will determine the amount of exclusivity/control.
-The concept should connect with the service. With online connections some things are mandatory. Xbox Live acheivments, high scores, multiplayer (depending on service and game) - inviting friends, etc. There is a certain level of expected experience from players.
-Games should bring people together so there is less solitude.
-RPG games sell well (I dont recall which service mentioned this)
-Gametap targets males ages 18-49.
-Microsoft likes games that are quick and easy to pick up (within 5 minutes flat), that dont require an instruction manual.
-Sony likes UFOS. Unique (not seen before), Fun (no manual, simple to get into, good flow), Online, and a Showpiece.

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