Lessons From GDC

Game-Developers-Conference-2014

 

With GDC well underway, the Latis team would thought it would be a great time to share some of the lessons we have taken away from the seminars and meetings we have attended.

From Social Whales Understanding and Leveraging a New Kind of Player

  • Customer to Customer marketing involves leveraging your most loyal players as a magnet to your game.
  • C2C strategies are equally as important as B2B, and B2C. Make sure you give them some thought.
  • Focus on keeping your most loyal players happy, and they in turn will make other players in your community happy.

From A Survey of the Modern QA Department

  • External QA service providers can find value in providing usability testing and build testing

From The Future of Localization Testing

  • Give your localization service provider your assets and deliver your files in one batch to increase efficiency.
  • The majority of quality issues are implementation issues (clipped text, overlapping text, corrupted text, untranslated text, wrong language, missing audio, etc.)
  • Non-native localization testers and functional testers were equally good at picking out errors as Native localization testers (except for Asian languages). You can leverage this to keep costs down.

From A Journey to the West: A Chinese Localization Primer

  • To solve UI constraint problems, provide a UI/UX analysis before translation begins and use German as a baseline length limit.
  • If the plot doesn’t appeal to the target culture, consider re-writes using in-house game writers.
  • If you have perpetually changing in-game content, ensure that you have a nimble localization processes.

From You Own the Game but the Community Owns You

  • Don’t reveal time lines. You will probably never be right and ultimately frustrate your audience base. Only reveal when you know you are ready.
  • Use your audience to your advantage and bring them into the creative process. They can help create all manner of promotional material for you (e.g. Kerbal Space Program used a fan to create cinematic trailer for a new release)
  • If you are honest with your fan base, it will pay off in the long run.

From Kickstarting Your Company, Your Game, and Your Community

  • Kickstarter is horrible for raising money, and this should not be your main goal in using it.
  • Most people don’t understand Kickstarter and treat it like it is an amazon store.
  • People expect something in return immediately after giving money to you. Make sure you have some value to give them once they have put money up for the project.
  • Kickstarter is about creating community and buzz around your game. Be sure to engage everyone that participates in your project and find ways to bring them into the process.

We will be updating this blog as GDC continues throughout the week, so please make sure to check back.

What lessons have you learned at GDC? Share them in our comments or tweet @CurtisFile. Remember to follow us on  LinkedIn and share your ideas with us there.