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Re: [piecepack] Re: Killer App?



> 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 beg to differ with you.  We plan to make great big gobs of cash from
piecepack sales!  ;]
 
> 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.

Well, the short answer is time.  We wanted to put a site out there that
would introduce people to the piecepack concept.  Expanding it was always
part of the plan, and I think your suggestions are good ones.
 
> 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 incentive for unpublished game designers (and there are a LOT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.
> 
> 
> 
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