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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Forge or Indie RPG Online Convention - Feedback Please  (Read 2777 times)
GaryTP
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Posts: 97


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« Reply #15 on: January 03, 2005, 09:57:24 PM »

Looks like there is some interest in an online convention, but not a lot. I'll place this on hold for now and bring it up again in a few months. Having a big enough presence would be crucial to pulling it off.

Gary
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daMoose_Neo
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Posts: 890


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« Reply #16 on: January 04, 2005, 09:05:51 AM »

Have you shopped the idea around to other sites? Might also help in getting some backing as well, as the Forge isn't the only indie hangout.
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Nate Petersen / daMoose
Neo Productions Unlimited! Publisher of Final Twilight card game, Imp Game RPG, and more titles to come!
Nathan P.
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Posts: 536


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« Reply #17 on: January 04, 2005, 10:01:07 AM »

I'm interested, but I'll be more interested in a few months, as Timestream isn't going to be on the market until June. So here's my vote to bring it back up again down the road.
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Nathan P.
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My Games | ndp design
Also | carry. a game about war.
I think Design Matters
Nathan
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Posts: 313


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« Reply #18 on: January 05, 2005, 01:11:43 PM »

The idea has merit. I really don't have time to work on one again, though they are a blast. It seems like it would be somewhat easier to pull one off these days, with technical stuff handled easily (Paypal, etc.) and gaming news sites & communities at hand.

I think, if you do want to put one of these together, start small. Plan a few hours of "events/schedule". Do a Saturday Indie Con, 5-10 PM CST. Get four indie publishers on board. Schedule some chats/game demos. Line up a free gift or two. Then send out press releases.

The risk is significant if you plunk a lot of time, money, resources, and manpower into a full-scaled online con and it sinks. There simply might not be a crowd of gamers who want to spend a weekend online chatting with indie game publishers. But there might be. By starting small, you don't overload yourself, you build contacts & experience, and you begin generating buzz. Hell, it sounds like the same process a lot of indie publishers do when releasing their first games. And if it flunks, oh well, you aren't out much of anything.

Just my last suggestions...

Thanks,
Nathan
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