Forum changes: Editing of posts has been turned off until further notice.
Started by Jason Morningstar, August 22, 2007, 07:55:08 AM
QuoteI'm not at all sure about the booth fairy. Part of me thinks it was a cute way of pushing the game, but I'm not sold that it really affected sales. I can't say I saw too many of the guys getting their picture taken with her, or just taking shots of her, actually buying the book. The hook of the game and the demo probably did more to sell it. It also jarred a bit with the way we present our games -- on Wednesday I was having to defend my game and point out that it is not anti-women at all. Then I'm on a booth with a babe a couple of days later. Maybe I'm being hypersensitive about it, and it was only for a few hours.
Quote from: GreatWolf on August 22, 2007, 11:09:16 AMI also found it difficult to pitch all the games to prospective customers, simply because I didn't know them all. (This is not for lack of trying, you understand.) The "play in others' demos" on Thursday really helped this, but if I didn't already know your game or have a demo of it, I had a hard time trying to sell it. InTERRORgation stands out in my mind. Someone asked me what it was, and I couldn't answer. Moreover, since the designer wasn't in the booth, I couldn't even say, "Let me grab Annie so she can explain it to you." I'm not sure if this is specifically a booth issue or just my personal problem, but I felt like I fell down on the job a couple of times due to lack of knowledge. I know that I'm not the only one with this problem, so perhaps we can figure out some way to overcome it.
QuoteThe location was wonderful and the setup was fabulous. The joke was that Brennan would kill booth staff that was standing in the "red zone" (where the red floor was), but I actually found that division of booth space to be very helpful. The flow through the booth was really good. I still found myself dancing around people sometimes while I tried to help customers, but I think that it's probably about the best that we could expect to get...and it was quite good.
Quote from: Justin D. Jacobson on August 22, 2007, 11:57:34 AMI do think it is imperative for the actual IPR employees to have good solid information for every product they sell. They don't need to know the elevator pitch (though that would be good), and they don't need to be able to demo it (also nice). But they must be able to answer rudimentary questions about the product. Thus, if someone has a question about a product and the particular booth participant can't answer, at least they can point them to Brennan or Nathan or whomever. Obviously, this entails a lot more work for IPR, but that's what I pay them for, right? They can obviously facilitate this by requiring effort on the part of the member publishers. For example, Brennan could send out a standardized questionaire for designers to fill out about their games, e.g., "Describe the core mechanic for your game", "What other games are most similar to your game and why?", "What additional resources are available for the game?", "Describe the setting if any", etc.
Quote from: abzu on August 22, 2007, 01:20:53 PMI felt the indie passport was very good at getting Forgies over to my booth, paper in hand, begging for a stamp and interrupting pitches and demos and otherwise distracting us. I think I can count on one hand the number of unknown faces I saw with a passport. The vast majority were familiar faces (who didn't stop to browse or purchase). I wouldn't do it again.
Quote from: abzu on August 22, 2007, 01:59:03 PMI'd be delighted to be wrong. Care to post the number of ballot submissions?
Quote from: Justin D. Jacobson on August 22, 2007, 11:57:34 AM4) I'm also not too keen on having "booth babes". Aside from objectivist issues (which are thorny), I just think it's the wrong vibe for the indie games. Too commercial maybe? It just rubs me the wrong way. (No bad sex jokes on that last comment, please.)