pakidan101 said:
Though I agree with you, I guess the argument would be that it is fun to beat the 50 levels, so if the gamer is told that they can get more levels, they would get them. Besides, doesn't matter if they play it ever again or not, once it is sold it counts, right?.....right??
@jman8 I may be mistaken, but I thought I heard one of them say that in order to encourage people to make good levels, it is possible for people to sell their levels. Could you or anybody send a link that says otherwise? That would be great cuz the money issue would seem a real detriment. |
My general point is...
If the average "casual" as I think it's beign defined here doesn't finish most of their games. How is the option to get more levels going to be a draw?
What makes this game any different then say... Viva Piniata?
It's the creator that has to be the focus. Which is tough since casual aren't going to know much beyond commercials, and they aren't really going to get creation aspects unless explained to them...
and who knows if that's an appeal to them.
To me this is just going to apply more to platform fans and failed/lazy programmers.
I think it will be a fairly big game... but the whole casual arguement seems to ride on the fact that sackboys are cute and that people have been nagging their friends and girlfriends about the game for a while.
I mean my girlfriend thinks it's cool, but only after i walked her through like 2-3 videos and explained the game to her... and she plays games ranging from casual to hardcore.
It seems like a game that's going to need legwork to explain to people. Money may be better spent on kiosks and big posters drawing people in to play the game then things like advertising.
Hiring people to demo it etc.
A game like this needes the right marketing strategy. Not just a bunch of money thrown at it.









