Game Development Reference
In-Depth Information
www.gamerelease.net , and the Game Press Release Submission Service at Mit-
orah Games, at www.mitorahgames.com/Submit-Game-Press-
Release.html .
Unsurprisingly, both services are run by independent developers themselves. Specific-
ally, Juuso Hietalahti created the Indie Press Release Service and also runs the very in-
sightful www.gameproducer.net blog. This blog is especially interesting if you
want to learn more about production and marketing aspects.
You should also consider the Games Press web site, which is frequented by game
journalists worldwide (see www.gamespress.com/
about_howtosubmit.asp ) .
Engaging Players for More Revenue
Every platform has a number of peripheral technologies that are helpful if not essential,
at least in some cases and for some developers. On the iOS platform, this includes the
ever-growing list of social networking platforms to choose from, besides Apple's Game
Center. Then there's server development kits that you might need for developing per-
sistent games that ought to connect to your own server, be it to find and run matches of
more than four players or simply to save characters, progress, settings, and worlds on-
line.
And, although sometimes seen as dubious, providing ads in games can create an addi-
tional revenue stream, especially for free games and lite versions. Often in conjunction
with ads, you can also investigate whether it would help your game to add analytics
and metrics in order to find out where players fail most often, what buttons they click
the most, and how frequently they play individual game modes. This can help you
tweak your game to be more fun for more players.
Engaging Your Players
The big buzzword in the game industry is clearly social . Whether buzz or bubble,
whether it has investors, reviewers, and players pay attention or yawn, the social gam-
ing component is growing stronger and has become expected. Social gaming entails
anything from passively pushing updates to networks like Twitter and Facebook to dir-
ecting player interaction in multiplayer games.
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