Reading through this thread there are many good points raised & some that I feel are key to success (IMHO).
---> Release of a Demo. This is one thing that I think always helps to settle peoples minds on wether or not they wil buy as krise says. Its OK to read reviews but its totally awesome to be able to see it first hand. It also lets the end user know how well the app. will run on THEIR system.
---> Strong game that meets the community needs. JSone has already covered this well & sounds like he knows what his talking about. Im the same Im no Salesman...if its cr&p I couldnt sell it, wheras a good salesman will sell regardless.
---> Well placed marketting. Important to get across the elite "experience" impromptu interviews & development news with a few MAJOR & significant press groups along development will encourage people to SEEK out the details. Kind of like a shrowded project that BANGS on realease.
---> Timing of release. Getting a release date has always been an issue with games, there is always the "OK, Ive got $200 to spend & 5 titles are all due out at the same time...where do I spend my monies?" I worked for GT Interactive in the Distribution Industry. The rfealease of QUAKE1 by ID (Quake is still a stroing ongoing title) was well a well timed release that took the market by storm. Nothing else was of its class & all of the other major titles at the time were about making the Xmas sales list.
---> Adapatability to be best in class. Not only has the game got to be immersive & "uptodate" but also addaptive for re-playability, modding & possible expansion. A good selling product has a greater chance of selling expansions or follow-ons. However sometimes the latter can also paint a poor overall picture so the standard has to be high through & through.
---> Complete working version, thats not required to be patched to fix errors month after month. No-one likes paying for anything & finding that its not fit for the purpose. Id get the right "hump" if my Ferrari had to go into the garage every month!
---> Setting the correct pricing bracket without undercutting or overcosting. BFS will need to be able to ensure they can create a profit to continue & possibly cost themselves higher but any costing should be relative to the result & service. Services say a lot about a company. Nothing worse than getting a good product but need assistance or upgrades & the Services rendered are non-responsive.
---> Getting a decent Publisher. This is probably going to be one of your toughest hurdles as you need to find a publisher or marketting company that will meet your ETHOS on what you are trying to deliver & why, rather than them dictating the milestones that you need to achieve. This has all to often lead to poor releases & an unhappy community which after a short period of time has dispersed & any further releases are "judged" before seen based opn the past reputation. <---- Keeping a clean Rep' is key!
However BFS plan to move forward...I wish them luck!!
Edited by Nemesis, 19 April 2007 - 02:54 AM.