It’s still early for making firm plans, but no indie developer can exist without at least occasionally thinking about how to market his next creation right off the bat. Factoring in “marketable aspects” even has to be done during the initial design phase, as there’s no point making something incredible if nobody ends up seeing it.
The press love machine aka Peter Molyneux has inspired me a lot since the realease of “Curiosity”. It seems that all we need to do is call our fantasy game an “experiment” and we’ll get instant press attention and millions of day one players. It seems there’s another side effect of this revelation too; We can cut all the gameplay features out, save tons of money in development time, and just make something that players can tap on as they dribble.
Sadly, we’ve already wasted many development hours trying to make a game, so it seems we should really keep going. We’ll go the old-fashioned route and try to get some attention by delivering something good instead. Which leads nicely into the latest gratuitous screenshot…