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Re: Killer App?
- To: piecepack@yahoogroups.com
- Subject: Re: Killer App?
- From: moo@...
- Date: Thu, 09 Aug 2001 17:31:26 -0000
- In-reply-to: <00ac01c12089$6c844260$ea05f7a5@jdoherty-home>
- User-agent: eGroups-EW/0.82
Not entirely. For an idea like the piecepack to proliferate, what it
needs is advertising. Given that no company stands to make a
HUGE bundle from sales, this means that the sanest way would
be a rabid online community. (At least large. Actually foaming at
the mouth might be a bad thing.)
I don't think a single game will do it, as the games have a rather
abstract feel to them -- I'm starting to think that themes sell
games more than any other factor (especially in the US).
One thing I did wonder is why piecepack.org doesn't cater to
newbie designers a bit more. Perhaps a bio section for the
various game designers---and possibly a review section as the
number of rules grows beyond a dozen.
This would help start the community, and provide a larger
incentive for unpublished game designers (and there are a LOT
of folks who can create decent games out there.) to begin
creating for it.
Moo
Frank
--- In piecepack@y..., "Jim/Diane Doherty" <dianejim@m...> wrote:
> > What do you think?
>
> Well, if you define success as "commercial proliferation" of the
> piecepack, I think he's right.
>
> I suspect that gamers are drawn to games, not the
> concept of games that the piecepack represents. For the
> piecepack to really take off, I think you would need one (or more)
> truly unique and compelling games that require its purchase.
> In other words, one fantastic game will generate more sales
> than twenty decent-but-ordinary ones.