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	<title>Comments on: A Demo Is Worth a Thousand Images</title>
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	<link>http://www.gameproducer.net/2007/01/04/a-demo-is-worth-a-thousand-images/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Irene</title>
		<link>http://www.gameproducer.net/2007/01/04/a-demo-is-worth-a-thousand-images/comment-page-1/#comment-32409</link>
		<dc:creator>Irene</dc:creator>
		<pubDate>Fri, 12 Jan 2007 11:51:29 +0000</pubDate>
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		<description>We are an arts organisation who are a charity , providing creative education in the community to those in need. We are artists and educators, but are interested in getting into producing electronic games to produce some income. We would employ someone to do the job , as we have no computer skills, but we have routes into education. Is this a mad idea , or would someone be interested in this as a job, to create games, some of them educational to produce money for the greater good?</description>
		<content:encoded><![CDATA[<p>We are an arts organisation who are a charity , providing creative education in the community to those in need. We are artists and educators, but are interested in getting into producing electronic games to produce some income. We would employ someone to do the job , as we have no computer skills, but we have routes into education. Is this a mad idea , or would someone be interested in this as a job, to create games, some of them educational to produce money for the greater good?</p>
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		<title>By: plasmus</title>
		<link>http://www.gameproducer.net/2007/01/04/a-demo-is-worth-a-thousand-images/comment-page-1/#comment-30729</link>
		<dc:creator>plasmus</dc:creator>
		<pubDate>Fri, 05 Jan 2007 15:39:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/01/04/a-demo-is-worth-a-thousand-images/#comment-30729</guid>
		<description>True-true, when covincing customers to test your demo, it might prove to be a difficult trick no matter how good your idea might be...usually it requires some eye-candy to catch attention. The problem is, that very often many games are based ONLY on the eye-candy and nothing else, due to, well.. you tell me (and I&#039;ll save my rants for further due):D

However, making memebers of your team interested about your ideas and so on, is worth of millions in productivity. If one feels he&#039;s part of making something that he truely enjoys and likes, it sure as hell gives a nice punch to start making things to improve it.

And yes, I might have been that over enthusiastic artist. ;)</description>
		<content:encoded><![CDATA[<p>True-true, when covincing customers to test your demo, it might prove to be a difficult trick no matter how good your idea might be&#8230;usually it requires some eye-candy to catch attention. The problem is, that very often many games are based ONLY on the eye-candy and nothing else, due to, well.. you tell me (and I&#8217;ll save my rants for further due):D</p>
<p>However, making memebers of your team interested about your ideas and so on, is worth of millions in productivity. If one feels he&#8217;s part of making something that he truely enjoys and likes, it sure as hell gives a nice punch to start making things to improve it.</p>
<p>And yes, I might have been that over enthusiastic artist. ;)</p>
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		<title>By: hanford</title>
		<link>http://www.gameproducer.net/2007/01/04/a-demo-is-worth-a-thousand-images/comment-page-1/#comment-30658</link>
		<dc:creator>hanford</dc:creator>
		<pubDate>Fri, 05 Jan 2007 01:52:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/01/04/a-demo-is-worth-a-thousand-images/#comment-30658</guid>
		<description>I agree. I take a slightly different attitude about it: 

The primary goal of my game site (www.monolux.com) is *not* to sell my games. 

It&#039;s to get them to download the free demo.  

Pretty much everywhere I say &quot;buy it now&quot; I also say &quot;try it free&quot; to let users know that they have that option, because it is my best tool to convince them. Even on my &quot;store&quot; page I&#039;m pushing the free demo. 

But the descriptions and screenshots (AKA the &quot;show and tell&quot;) is all about convincing them to download the free demo. The screenshots and videos are just as important.

To this end, I&#039;ve often thought about re-designing the site so that there&#039;s no &quot;Store&quot; accessible directly from the homepage. Only free demos.</description>
		<content:encoded><![CDATA[<p>I agree. I take a slightly different attitude about it: </p>
<p>The primary goal of my game site (www.monolux.com) is *not* to sell my games. </p>
<p>It&#8217;s to get them to download the free demo.  </p>
<p>Pretty much everywhere I say &#8220;buy it now&#8221; I also say &#8220;try it free&#8221; to let users know that they have that option, because it is my best tool to convince them. Even on my &#8220;store&#8221; page I&#8217;m pushing the free demo. </p>
<p>But the descriptions and screenshots (AKA the &#8220;show and tell&#8221;) is all about convincing them to download the free demo. The screenshots and videos are just as important.</p>
<p>To this end, I&#8217;ve often thought about re-designing the site so that there&#8217;s no &#8220;Store&#8221; accessible directly from the homepage. Only free demos.</p>
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