"How do you use your own website, social networking channels (from Twitter
through IRC and beyond), independent editorial content, and even pre-release
versions of your tools to build a robust community around your game before it
even ships? Wolfire's COO, John Graham,
explains in depth how his company has been building momentum around PC indie
title Overgrowth, what has worked, and what hasn't."
This was a decent little session, though it's probably better couched as case study of a small (4-person?) indie studio figuring out what worked and what didn't, and how they used what works.
It was interesting, not least of which because it's an be an advocacy for a formal PR function within an indie environment.
Graham's a sharp guy, and it's impressive to see what the team has done to build buzz and put out useful content for their community. I'd really like to understand the details and timeline of their core business, technology, and game, to have context on how the PR maps to the reality of the project.
Someone needs to do an in-depth case study on there guys (they'd totally do it).
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