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Dev Links: Bloody Murder

Wine and whine, Twine, and narrative design, in today’s Developer Links.

How To Get Your First 1000 Players (AltDevBlogADay)
“Last week, we wrote a well-received post on how to maximize your launch for iOS or Android, but it also prompted a lot of questions: What if your goal wasn’t a huge launch, but to test the concept? What if you’re trying to capture a hardcore niche? What do I do if I’m making a game for the browser? We wanted to address those questions with a similar, but tangential guide for developers launching or testing a new game.”

One Thing At A Time. Wine And Whine. (
“I was going to write a big tirade here about how the games industry is scarily too hit-driven, and I think there is a bit of a ‘people buying-what other people are buying’ thing going on, but it’s hard to put into words how I see that being bad without it sounding like I’m whining. People on the internet always hate anyone sounding like they are bemoaning their own lot, even when they actually aren’t. I remember all the abuse I got for asking people who had decided not to buy GSB why they had done so.”

No Good Deed – Narrative Design in Spec Ops: The Line (Gamasutra)
Narrative designer Richard Pearsey charts the narrative development of Spec Ops: The Line, explaining how the team set out to twist the knife of shooter narrative, from the pre-production process through the way the game was developed and, in the end, how the game’s conclusion is left open to interpretation.” 

Rewarding Kickstarter Donors With Copies Of Your Game Is Vital (
“In a recent survey about the crowdfunding platform conducted by sister site Gamasutra, 62 percent of more than 1,400 respondents said it’s essential for developers to offer copies of their games with their Kickstarter rewards. 23 percent also said it’s a very important factor they consider when evaluating whether to fund a project.”

What A Difference A Year Makes (The Witness)
“August 2010:… September 2011:… August 2012…”

Ballin On Twine (
“in my book, published last march, i wrote about my excitement over twine as a game-making tool for authors with absolutely no coding experience. almost six months later, i’m astounded by how many new twine games there are, especially from women and queer authors, and especially from first-time game makers. twine has become fertile territory for marginalized voices to grow.”

If You Don’t Have Passion For Your Work, Why Bother? (Gamasutra)
“‘Devolver Digital started partly because our friends at Croteam wanted a partner for Serious Sam 3: BFE, and our team wanted to start a game label that still knew how to make the games industry fun for everyone,’ says Nigel Lowrie of Devolver in a Gamasutra interview. ‘One of the more unique elements in promoting Serious Sam 3: BFE was to tie the series back to its indie roots by working with top independent developers to make the three games in the Serious Sam Indie Series.’”

The Home Stretch (AltDevBlogADay)
“I swear I can see the finish line up ahead.  If you squint, you can just make it out.  It’s there, I assure you.  As we approach the launch of our second mobile title, Vex Blocks, I can’t help but get excited at the prospect of putting our finished product in front of people.  Now I know…I know – there’s still a never-ending amount of work to be done from testing to marketing, to more testing, continued marketing, then the tweaking followed by testing, then some testing…but my point is we’re nearing that final stage before our launch.  There’s light at the end of the tunnel and I swear the faintest scent of cinnamon buns.”

Source: The Indie Game Magazine – Dev Links: Bloody Murder