People won't buy your game just because it has awesome gameplay - sad but true. Here's some pragmatic thoughts on solving this conundrum without having to be inauthentic.
Part 3 of the series covers Pitching and Pitch Structure. Read this for helpful tips before your next presentation.
F2P expert Levy explains the importance of understanding how different player types enjoy different games. He presents the 4 pleasures model as a mental framework for gaining a holistic understanding of players and the pleasures they derive from play.
Dmitri Williams is a prolific games scholar. Now he's taken his expertise to market as CEO of game analytics firm Ninja Metrics. This post contains the text of an interview I did with Williams earlier this month. Cross-posted at motivateplay.com
Do you dumb a game concept down to increase the potential audience or do you stay focused with a more hardcore game and accept a smaller audience? Is that even a valid case? I'l dig in a bit and see where my rambling goes.
Second post in the series focuses on Networking with some examples of places to start and some strategies to find success.