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	<title>Comments on: Can&#8217;t Blog Now (It&#8217;s Crunch Time)</title>
	<atom:link href="http://www.gameproducer.net/2009/10/27/cant-blog-now-its-crunch-time/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2009/10/27/cant-blog-now-its-crunch-time/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Dexter Kofa</title>
		<link>http://www.gameproducer.net/2009/10/27/cant-blog-now-its-crunch-time/comment-page-1/#comment-137187</link>
		<dc:creator>Dexter Kofa</dc:creator>
		<pubDate>Wed, 28 Oct 2009 03:42:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3803#comment-137187</guid>
		<description>Where is everyone????</description>
		<content:encoded><![CDATA[<p>Where is everyone????</p>
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		<title>By: Brian 'Psychochild' Green</title>
		<link>http://www.gameproducer.net/2009/10/27/cant-blog-now-its-crunch-time/comment-page-1/#comment-137183</link>
		<dc:creator>Brian 'Psychochild' Green</dc:creator>
		<pubDate>Tue, 27 Oct 2009 23:33:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3803#comment-137183</guid>
		<description>Good luck, Juuso!

I&#039;ll participate with a paragraph:

Why is marketing so hard for indies?  The core of marketing is simple to understand: get the word out about your game.  In practice, it&#039;s much harder that you might first thing.  The most effective media are expensive to use.  Cheap marketing takes time and a lot of effort, resources that seem better spent on improving the game.  I think this is the real power of the portals, if you&#039;re lucky enough to get star attention and get in the &quot;Top 10&quot; list or whatever, it&#039;s basically free marketing.  But, then the portal takes their pound of flesh because you happened to get lucky.  So, how can indie developers get better at marketing?</description>
		<content:encoded><![CDATA[<p>Good luck, Juuso!</p>
<p>I&#8217;ll participate with a paragraph:</p>
<p>Why is marketing so hard for indies?  The core of marketing is simple to understand: get the word out about your game.  In practice, it&#8217;s much harder that you might first thing.  The most effective media are expensive to use.  Cheap marketing takes time and a lot of effort, resources that seem better spent on improving the game.  I think this is the real power of the portals, if you&#8217;re lucky enough to get star attention and get in the &#8220;Top 10&#8243; list or whatever, it&#8217;s basically free marketing.  But, then the portal takes their pound of flesh because you happened to get lucky.  So, how can indie developers get better at marketing?</p>
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		<title>By: Russell</title>
		<link>http://www.gameproducer.net/2009/10/27/cant-blog-now-its-crunch-time/comment-page-1/#comment-137181</link>
		<dc:creator>Russell</dc:creator>
		<pubDate>Tue, 27 Oct 2009 22:56:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3803#comment-137181</guid>
		<description>No one else wants to play.</description>
		<content:encoded><![CDATA[<p>No one else wants to play.</p>
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		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2009/10/27/cant-blog-now-its-crunch-time/comment-page-1/#comment-137176</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Tue, 27 Oct 2009 19:04:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3803#comment-137176</guid>
		<description>Excellent.

Carry on..</description>
		<content:encoded><![CDATA[<p>Excellent.</p>
<p>Carry on..</p>
]]></content:encoded>
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	<item>
		<title>By: Russell</title>
		<link>http://www.gameproducer.net/2009/10/27/cant-blog-now-its-crunch-time/comment-page-1/#comment-137171</link>
		<dc:creator>Russell</dc:creator>
		<pubDate>Tue, 27 Oct 2009 16:46:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3803#comment-137171</guid>
		<description>No problem.  Your viewers can take over for today.  Everyone gets a paragraph.  I&#039;ll start with what&#039;s on my mind in game development today... creative block.

So call it what you will... writer&#039;s block, artist&#039;s block. Sometimes you get in a funk and your personal creative process gets in a corner.  I started looking around and found that there are many time-tested exercises for breaking creative block (SCAMPER, Idea Box, etc.). There are many sites and books devoted to these.  After hearing it recommended at GDC this year, I just picked up the book &quot;A Whack on the Side of the Head&quot;.  Seems a bit dated, but looks like a quick read, so we&#039;ll see how it goes.  I was disappointed to learn that there are no iPhone apps featuring these standard exercises (hint: someone make a simple Idea Box app for me!).  There are a number of apps that help out with narratives for books, including character development and plot, which, although a lot more detailed than I was looking for, promise to help develop interesting characters and scenarios. I usually end my by sitting down with material I&#039;ve gathered throughout the day about creative thinking exercises, and even a little poking around can get ideas flowing again.</description>
		<content:encoded><![CDATA[<p>No problem.  Your viewers can take over for today.  Everyone gets a paragraph.  I&#8217;ll start with what&#8217;s on my mind in game development today&#8230; creative block.</p>
<p>So call it what you will&#8230; writer&#8217;s block, artist&#8217;s block. Sometimes you get in a funk and your personal creative process gets in a corner.  I started looking around and found that there are many time-tested exercises for breaking creative block (SCAMPER, Idea Box, etc.). There are many sites and books devoted to these.  After hearing it recommended at GDC this year, I just picked up the book &#8220;A Whack on the Side of the Head&#8221;.  Seems a bit dated, but looks like a quick read, so we&#8217;ll see how it goes.  I was disappointed to learn that there are no iPhone apps featuring these standard exercises (hint: someone make a simple Idea Box app for me!).  There are a number of apps that help out with narratives for books, including character development and plot, which, although a lot more detailed than I was looking for, promise to help develop interesting characters and scenarios. I usually end my by sitting down with material I&#8217;ve gathered throughout the day about creative thinking exercises, and even a little poking around can get ideas flowing again.</p>
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