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  (Indie Deal) ?FREE Dyna Bomb, Big Quiz Event, Capcom Sale almost over
Posted by: xSicKxBot - 10-27-2020, 10:40 PM - Forum: Deals or Specials - No Replies

?FREE Dyna Bomb, Big Quiz Event, Capcom Sale almost over

Dyna Bomb FREEbie
[freebies.indiegala.com]
Strap on your jetpack and prepare for chaos in Dyna Bomb! With 64 explosive levels - and 8 gloriously animated worlds, don't miss your chance to try this explosive FREEbie.

Movie Trivia Quiz Event: Cinematic Universes
[blog.indiegala.com]
You are looking at a week full of quizzes. One per day, to be more exact. Every day at the same hour starting today until the next week. The themes will mainly follow the ones presented here[blog.indiegala.com] (together with a few helpful hints). The first quiz begins in just a bit, so make sure you don't miss it. Join here.[www.indiegala.com]
  1. Resident Evil (18 Oct)
  2. Disney (19 Oct)
  3. Marvel Cinematic Universe (20 Oct)
  4. DC Cinematic Universe (21 Oct)
  5. Star Wars (22 Oct)
  6. Star Trek (23 Oct)
  7. Mission Impossible Cinematic Universe (24 Oct)
https://youtu.be/vuYxHNiNnZU
Capcom Publisher Sale ending soon

Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...2392794419

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  Codecks Game Development Project Management
Posted by: xSicKxBot - 10-27-2020, 06:34 PM - Forum: Game Development - No Replies

Codecks Game Development Project Management

Codecks is a project management tool in the vein of Trello but aimed specifically at game developers. Modelled around the concept of a card game, decks are created for the various different tasks that need to be accomplished. Individual users interact in the form of hands, formed from cards either created locally or taken from community decks. There are also milestones as well as integration into several other technologies such as Github and Discord, as well as Trello import.

Key features of Codecks include:

Cards, Decks & Projects

Well designed collectable card games provide a great sense of the current state of your game. Let’s apply those design cues to project management.

Conversations & Notifications

Ever lost track of a comment thread? Conversations in Codecks are very explicit about who is part and whether it’s been resolved.

Time Tracking

Codecks’ optional time tracking allows you and your team to see how much time you’re actually spending on your tasks.

Search & Order

Use our advanced search and ordering options to dice and slice your work just the way you need.

Metrics & Reports

“Will we manage to release in time?” is a tough question. Especially in game development. Codecks is here to help.

Milestones

Plan for your release – one milestone at a time.

Codecks has a free tier available for teams up to 3 developers in size with several other pricing tiers available.

Codecks Pricing Tiers and Details

You can learn more about Codecks and see it in action in the video below.






https://www.sickgaming.net/blog/2020/10/...anagement/

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  Fedora - Fedora 33 is officially here!
Posted by: xSicKxBot - 10-27-2020, 06:34 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

Fedora 33 is officially here!

Today, I’m excited to share the results of the hard work of thousands of contributors to the Fedora Project: our latest release, Fedora 33, is here! This is a big release with a lot of change, but I believe all that work will also make it a comfortable one, fulfilling our goal of bringing you the latest stable, powerful, and robust free and open source software in many easy to use offerings.

If you just want to get to the bits without delay, head over to https://getfedora.org/ right now. For details, read on!

Find the Fedora flavor that’s right for you!


Fedora Editions are targeted outputs geared toward specific “showcase” uses on the desktop, in server and cloud environments—and now for Internet of Things as well.

Fedora Workstation focuses on the desktop, and in particular, it’s geared toward software developers who want a “just works” Linux operating system experience. This release features GNOME 3.38, which has plenty of great improvements as usual. The addition of the Tour application helps new users learn their way around. And like all of our other desktop-oriented variants, Fedora Workstation now uses BTRFS as the default filesystem. This advanced filesystem lays the foundation for bringing a lot of great enhancements in upcoming releases. For your visual enjoyment, Fedora 33 Workstation now features an animated background (based on time of day) by default.

Fedora CoreOS is an emerging Fedora Edition. It’s an automatically-updating, minimal operating system for running containerized workloads securely and at scale. It offers several update streams that can be followed for automatic updates that occur roughly every two weeks. Currently the next stream is based on Fedora 33, with the testing and stable streams to follow. You can find information about released artifacts that follow the next stream from the download page and information about how to use those artifacts in the Fedora CoreOS Documentation.

Fedora IoT, newly promoted to Edition status, provides a strong foundation for IoT ecosystems and edge computing use cases. Among many other features, Fedora 33 IoT introduces the Platform AbstRaction for SECurity (PARSEC), an open-source initiative to provide a common API to hardware security and cryptographic services in a platform-agnostic way.

Of course, we produce more than just the Editions. Fedora Spins and Labs target a variety of audiences and use cases, including Fedora CompNeuro, which brings a plethora of open source computational modelling tools for neuroscience, and desktop environments like KDE Plasma and Xfce.

And, don’t forget our alternate architectures: ARM AArch64, Power, and S390x. New in Fedora 33, AArch64 users can use the .NET Core language for cross-platform development. We have improved support for Pine64 devices, NVidia Jetson 64 bit platforms, and the Rockchip system-on-a-chip devices including the Rock960, RockPro64, and Rock64. (However, a late-breaking note: there may be problems booting on some of these devices. Upgrading from existing Fedora 32 will be fine. More info will be on the Common Bugs page as we have it.)

We’re also excited to announce that the Fedora Cloud Base Image and Fedora CoreOS will be available in Amazon’s AWS Marketplace for the first time with Fedora 33. Fedora cloud images have been available in the Amazon cloud for over a decade, and you can launch our official images by AMI ID or with a click. The Marketplace provides an alternate way to get the same thing, with significantly wider visibility for Fedora. This will also make our cloud images available in new AWS regions more quickly. Thank you especially to David Duncan for making this happen!

General improvements


No matter what variant of Fedora you use, you’re getting the latest the open source world has to offer. Following our “First” foundation, we’ve updated key programming language and system library packages, including Python 3.9, Ruby on Rails 6.0, and Perl 5.32. In Fedora KDE, we’ve followed the work in Fedora 32 Workstation and enabled the EarlyOOM service by default to improve the user experience in low-memory situations.

To make the default Fedora experience better, we’ve set nano as the default editor. nano is a friendly editor for new users. Those of you who want the power of editors like vi can, of course, set your own default.

We’re excited for you to try out the new release! Go to https://getfedora.org/ and download it now. Or if you’re already running a Fedora operating system, follow the easy upgrade instructions. For more information on the new features in Fedora 33, see the release notes.

A note on Secure Boot


Secure Boot is a security standard which ensures that only officially-signed operating system software can load on your computer. This is important for preventing persistent malware which could hide itself in your computer’s firmware and survive even an operating system reinstallation. However, in the wake of the Boot Hole vulnerability, the cryptographic certificate used to sign Fedora bootloader software will be revoked and replaced with a new one. Because this will have a broad impact, revocation should not happen widely until the second quarter of 2021 or later.

However, some users may have received this revocation from other operating systems or firmware updates already. In that case, Fedora installations will not boot with Secure Boot enabled. To be clear, this will not affect most users. If it does affect you, you can boot with Secure Boot disabled for the time being. We will release an update signed with the new certificate to be available on all supported releases well before broad-scale certificate revocation takes place, and at that point Secure Boot should be reenabled.

In the unlikely event of a problem….


If you run into a problem, check out the Fedora 33 Common Bugs page, and if you have questions, visit our Ask Fedora user-support platform.

Thank you everyone


Thanks to the thousands of people who contributed to the Fedora Project in this release cycle, and especially to those of you who worked extra hard to make this another on-time release during a pandemic. Fedora is a community, and it’s great to see how much we’ve supported each other.



https://www.sickgaming.net/blog/2020/10/...ally-here/

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  News - Cult FMV Shooter Corpse Killer Is Shambling Towards Your Nintendo Switch
Posted by: xSicKxBot - 10-27-2020, 06:34 PM - Forum: Nintendo Discussion - No Replies

Cult FMV Shooter Corpse Killer Is Shambling Towards Your Nintendo Switch


Originally released on the Mega CD back in 1994, Digital Pictures’ Corpse Killer was, like stablemates Night Trap and Ground Zero: Texas, based on FMV sequences with very limited player interaction – yet it gained a cult following over the years that culminated in a remastered edition for PS4 and PC in 2019.

That version is now getting a release on Switch as Corpse Killer: 25th Anniversary Edition, thanks to developer Screaming Villains. Like Night Trap – 25th Anniversary Edition, which came packed with behind-the-scenes material, Corpse Killer: 25th Anniversary Edition will feature 6 hours of unseen production footage as well as loads of photos taken at the time of development. It will also include updated visuals and a selection of new zombie actors, filmed especially for this edition of the game.

Limited Run Games has confirmed that physical versions will also be released, and that pre-orders will take place on October 30th at 7 AM PT / 10 AM ET.

Corpse Killer

Here’s some PR:

You’re stranded on an uncharted island of Death. You’re zombifying from Voodoo poison. A mad scientist is on your trail. Hundreds of rotting stiffs are crawling out of their graves to chew your guys, and you can’t kill ’em. They’re already dead.

You are an unnamed United States marine that is airdropped onto a tropical island on a top secret mission to stop the evil Dr. Hellman, who plans to release his army of zombies on the world. With Winston and Julie, your mission is to infiltrate Hellman’s compound and rescue four of your comrades and stop Dr. Hellman from carrying out his plan.

Key Features

– Hollywood quality production, cast and entertainment.
– Directed by Jon Lafia.
– Shoot at hundreds of real video zombies.
– Starring Vincent Schiavelli, Jeremiah Birkett, Bridget Butler.



https://www.sickgaming.net/blog/2020/10/...do-switch/

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  Microsoft - Lobe app aims to make it easy for anyone to train machine learning models
Posted by: xSicKxBot - 10-27-2020, 12:08 PM - Forum: Windows - No Replies

Lobe app aims to make it easy for anyone to train machine learning models

Sean Cusack has been a backyard beekeeper for 10 years and a tinkerer for longer. That’s how he and an entomologist friend got talking about building an early warning system to alert hive owners to potentially catastrophic threats.

They envisioned installing a motion-sensor-activated camera at a beehive entrance and using machine learning to remotely identify when invaders like mites or wasps or potentially even the Asian giant hornet were getting in.

“A threat like that could kill your hive in a couple of hours, and it’d be game over,” Cusack said. “But had you known within 10 minutes of it happening and could get out there and get involved, you could potentially rescue whole colonies.”

It wasn’t until Cusack heard about Lobe, an app that aims to make machine learning easier for people to use and helps them train models without writing code, that he saw a manageable way to bring the project to reality.

“I’m pretty tech savvy, but when I’d tried to do some machine learning things in the past I found it to be pretty intimidating or overwhelming to put all the pieces of the puzzle together,” said Cusack, a Microsoft software engineer who normally works in enterprise web development. “Lobe immediately clicked for me.”

The free app, which Microsoft is making available today in public preview, helps people with no data science experience import images into Lobe and easily label them to create a machine learning dataset. Lobe automatically selects the right machine learning architecture and starts training without any setup or configuration. Users can evaluate the model’s strengths and weaknesses with real-time visual results, play with the model and offer feedback to boost performance.

Today, Lobe supports image classification but plans to expand to other model and data types in the future, Microsoft says.

Once training is done, the models can be easily exported to run on industry standard platforms and work in apps, websites or devices. That allows people to create end-to-end machine learning solutions at home or in the workplace, such as creating an alert when a resident raccoon gets their garbage or flagging when an employee in a dangerous situation isn’t wearing a helmet.

Toyon berries surrounded by a white box
To begin using Lobe, people import images of the things they want Lobe to recognize, like this Toyon berry shrub. The app automatically selects and begins training a machine learning model. Photo by Mike Matas, Microsoft.

Early customers include The Nature Conservancy, which is using the Lobe app as part of a larger project to map and protect Caribbean marine resources and pick out which vacation photos uploaded by tourists visiting those regions relate to whale and dolphin watching.

Other customers have used Lobe to build apps that can help identify harmful plants like poison oak on a hike, or that use a camera to send an alert when they accidentally leave the garage door open or when the street parking spot in front of their house opens up.

“Lobe is taking what is a sophisticated and complex piece of technology and making it actively fun,” said Bill Barnes, manager for Lobe, which Microsoft acquired and began incubating in 2018. “What we find is that it inspires people. It fills them with confidence that they can actually use machine learning. And when you have confidence you become more creative and start looking around and asking ‘What other stuff can I do with this?’”

Lobe, which is available for download on Windows or Mac computers, uses open-source machine learning architectures and transfer learning to train custom machine learning models on the user’s own machine. All the data is kept private, with no internet connection or logins required. Because training is automatic, people can start by simply importing images of the things they want Lobe to recognize.

In Cusack’s beehive project, which he proved out during the latest Microsoft Hackathon, he used a motion sensor camera that took pictures of honeybees as they flew into the hive, as well as invaders like wasps, earwigs and the giant Asian hornet. Because sightings of the hornet in the wild are still rare, Cusack printed out pictures, attached them to sticks and stuck them in the beehive to mimic an invasive threat.

Lobe used these images to create a machine learning model that can distinguish among the different insects and run on a small Raspberry Pi device at the entrance of the hive to alert owners to trouble.

Lobe fills a sweet spot for customers looking for a simple and quick way to get started with machine learning using their PCs or Macs without requiring any dependency on the cloud, Microsoft says. It complements Azure AI’s services for customers looking to leverage cloud computing capabilities.

“We really want to empower more people to leverage machine learning and try it for the first time,” said Jake Cohen, Lobe senior program manager. “We want them to be able to use it in ways that they either could not before or didn’t realize they could before.”

A screenshot of the Lobe app showing a grid of plant photos
Lobe simplifies the process of machine learning into three easy steps: collect and label images, train a model and understand its results, and play to improve it. Photos by Mike Matas, Microsoft.

The Nature Conservancy is using Lobe to support its Mapping Ocean Wealth project, which seeks to map how and where tourism, fishing and other activities are potentially affecting important ocean resources — with the goal of helping officials in five Caribbean nations make more informed conservation and economic decisions.

The nonprofit is using Lobe to flag vacation photos depicting whale or dolphin watching activities that visitors to those countries have uploaded to a popular travel website. The photos have been stripped of all personal information but retain geographic data, which can help give decision makers a rough idea of how popular those nature-based tourism activities are in different locations.

“There are a lot of good fishing maps, there are a lot of good shipping maps and maps that show where different habitats are. But it’s actually quite hard to capture spatial patterns of what tourists are doing and where and at what intensity,” said Kate Longley-Wood, ocean mapping coordinator for The Nature Conservancy. “So we’ve found that these crowdsourced datasets can be really helpful in filling those gaps.”

Before using Lobe, The Nature Conservancy had to contract with data science researchers and students to create a custom machine learning model that could identify tourists engaging with coral reefs. But Lobe has allowed the nonprofit to do that same work in house, using staff who have no programming or data science experience.

To train the model, Longley-Wood collected two sets of images and imported them into Lobe.  The first were of “whale and dolphin watching” vacation photos of people who are clearly engaged in those activities. The second contain images that are “not whale or dolphin” — pictures of open water, other types of boats, people snorkeling.

One advantage of Lobe is that it’s very easy to see where the model is getting things wrong and quickly improve its accuracy, Longley-Wood said. If the model gets confused and incorrectly labels a picture of a person swimming next to a boat as a whale watching photo, you can correct it with the click of a button.

Another early customer, Chris Cachor, is a software engineer for Sincro, an Ansira company focused on automotive marketing. He helps local car dealerships get the best performance out of social media ads.

People are less likely to engage with ads featuring stock images of a car model for sale, as opposed to an authentic photo of the car as it appears on the lot, Cachor said. Yet scripts designed to flag generic car photos haven’t always been able to keep up with increasingly sophisticated computer-generated imagery, he said.

Cachor said he’d thought about using machine learning to automate that task, but the tools he had run across seemed too cumbersome and time consuming to learn. With Lobe, he was able to import and label examples of stock, computer-generated and authentic car images. Within minutes, he had his first version of a computer vision model to weed out photos that are less likely to perform well in ads.

“It was so cool to see results right away without it becoming a weekend-long academic project,” Cachor said. “It kind of took you from zero to 60 really quick.”

Top image: A backyard beekeeper used Lobe, a free app that helps people train custom machine learning models, to create a device that can distinguish between bees entering a hive and invader insects that threaten the colony. Video by Getty Images.

Related:

Jennifer Langston writes about Microsoft research and innovation. Follow her on Twitter.



https://www.sickgaming.net/blog/2020/10/...ng-models/

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  News - Mini Review: Vigil: The Longest Night – A Grim And Foreboding Metroidvania
Posted by: xSicKxBot - 10-27-2020, 12:07 PM - Forum: Nintendo Discussion - No Replies

Mini Review: Vigil: The Longest Night – A Grim And Foreboding Metroidvania


Developed by Taiwan studio Glass Heart Games and inspired by titles such as Salt & Sanctuary and Castlevania: Symphony of the Night, Vigil: The Longest Night is a gothic Metroidvania which places you in a grim, horror-filled fantasy world and expects you to unravel various mysteries in the role of Leila, a member of the Vigilant Order.

As you might expect from this style of game, Vigil: The Longest Night unfolds in a slightly non-linear fashion, with areas of the map opening up as you collect the correct items and gear. You can equip various weapons and armour, with the former coming in four different types which can be toggled between during combat. Slaying enemies earns you experience points and levelling-up grants skill points which can be used to unlock new moves and techniques in each weapon type’s skill tree. You can also bolster basic skills in this way, improving your chances of success.

Visually, Vigil: The Longest Night is a real treat; the backgrounds are gorgeous and some of the monsters are truly grotesque – especially the boss monsters, some of which fill the entire screen. However, many of the characters resemble flat paper mannequins thanks to the fact that each limb is animated independently, and while this approach certainly gives the game a unique feel, we couldn’t help but yearn for the silky-smooth, hand-animated visuals of Symphony of the Night or Dead Cells.

Still, there’s no denying that in terms of presentation, this is something of a treat, and that extends to the atmospheric soundtrack, which comes courtesy of Jouni Valjakka of metal band Whispered. The music does an outstanding job of adding to the sense of foreboding but also excels at accentuating those moments of peace, such as when you’re located in a friendly village or town.

Vigil: The Longest Night isn’t the toughest Metroidvania you’ll encounter on Switch – nor does it possess the most interesting plot – but it has plenty of secrets to uncover even after you’ve finished it; it’s just a shame that Switch owners have to endure a host of technical problems, such as long load times and an inconsistent frame rate. These unfortunate issues aren’t enough to totally sink the game, however; if you’re in the market for more Metroidvania goodness and you like your games dark, grimy and gothic, then it’s certainly worth a look.



https://www.sickgaming.net/blog/2020/10/...roidvania/

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  News - Switch Is No Longer The Only Way To Play Bloodstained On The Move
Posted by: xSicKxBot - 10-27-2020, 12:07 PM - Forum: Nintendo Discussion - No Replies

Switch Is No Longer The Only Way To Play Bloodstained On The Move

Bloodstained

Back when Bloodstained: Ritual of the Night was first announced, PS Vita owners were getting all excited about taking Koji Igarashi’s next Metroidvania classic with them on the move. However, as time went on the Vita version was canned (as was the Wii U edition) and, as it would turn out, the only portable version of the game would be the Switch one. Of course, such mobility came with its drawbacks – mainly technical ones – but the game remains highly recommended if you’re a fan of the genre.

If you don’t happen to own a Switch but are keen to play Bloodstained on the road, then you’ll be pleased to learn that NetEase Games has teamed up with original developer ArtPlay to bring the gothic epic to Android and iOS devices. The game is expected to launch soon and will be a ‘premium’ release rather than a free-to-play download supported by in-game ads and the like.

The controls, weapons and combos have been tweaked to take account of the touch-screen interface, while the 108 shard icons have been redesigned. This updated mobile version also includes all of the console DLC.

Here’s a screen of it in action:

Unnamed 1

Could this be the ultimate way to experience the game on the bus ride home? We’re not entirely sure, as Bloodstained really is a game that benefits from proper, physical controls, so the Switch edition remains the king – especially as it’s now in a pretty decent state.

Still, it will be interesting to see how it shapes up on a technical level when compared to the Switch version, given that most modern smartphones are now packing more processing power than Nintendo’s console.



https://www.sickgaming.net/blog/2020/10/...-the-move/

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  Xbox Wire - Remembering The Classics: The Xbox Podcast Featuring Tim Schafer
Posted by: xSicKxBot - 10-27-2020, 12:07 PM - Forum: Xbox Discussion - No Replies

Remembering The Classics: The Xbox Podcast Featuring Tim Schafer

The Legendary Tim Schafer stops by the Xbox Podcast and talks with Major Nelson about the Classic LucasArts Remasters coming to Xbox Game Pass.




As part of today’s show, Tim confirmed that the Classic LucasArts Remasters are coming October 29 to Xbox and Windows 10 PC with Xbox Game Pass. Fans will be able to play three beloved LucasArts adventure games – Grim Fandango Remastered, Day of the Tentacle Remastered, and Full Throttle Remastered – in their revitalized glory.

If you haven’t experienced these 1990s classics before, you have a lot of laughs and feelings to look forward to on October 29:

  • Originally released by LucasArts in 1993 as a sequel to Ron Gilbert’s ground breaking Maniac Mansion, Day of the Tentacle is a mind-bending, time travel, cartoon puzzle adventure game in which three unlikely friends work together to prevent an evil mutated purple tentacle from taking over the world!
  • Originally released by LucasArts in 1995, Full Throttle is a classic graphic adventure game from industry legend Tim Schafer, telling the story of Ben Throttle; butt-kicking leader of biker gang the Polecats, who gets caught up in a tale of Motorcycles, Mayhem, and Murder.
  • One of the most acclaimed adventure games of all time is now back, better than ever. Grim Fandango‘s epic story of four years in the after-life of Manny Calavera, travel agent to the dead, has been remastered to look, sound, and control even better than when it won countless awards and was considered one of the best games of the year upon its original launch. Grim Fandango still stands as a classic of the genre, with unforgettable characters and unique combination of film noir and Mexican folklore.

If you’re not an Xbox Game Pass member but would like access to these three titles and over 100 high-quality games, new members can join Xbox Game Pass Ultimate today for $1 for the first month, then $14.99 per month after that. Each game is also available for individual purchase at $14.99 USD.

Stay tuned to Xbox Wire for more on future fine Double Fine games like Psychonauts 2 and others.

Edited to correct an erroneous item about Android availability. The Classic LucasArts Remasters will release with Xbox Game Pass on Xbox One and Windows 10 PC.



https://www.sickgaming.net/blog/2020/10/...m-schafer/

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  News - Learn to build your studio’s brand from Kitfox’s Victoria Tran
Posted by: xSicKxBot - 10-27-2020, 12:07 PM - Forum: Lounge - No Replies

Learn to build your studio’s brand from Kitfox’s Victoria Tran

Kitfox Games communications director Victoria Tran has been a driving force for helping the small indie studio launch and hype games like Lucifer Within Us and Boyfriend Dungeon. Now, she wants to help you market your games by defining your studio identity in her December 3rd GDC Masterclass.

In her tight-knit all day seminar, Tran will be teaching you advanced strategies for marketing indie games, in order to help you stand out in an incredibly competitive market. This class will be an all-day opportunity to sit down with one of indie games’ incredibly talented marketers, in a class where your questions will be immediately answered with expert insight.

What lessons will you be taking away from Tran’s class? Well here’s a few that might help sell your next game:

  • Learn how to analyze and communicate your game’s value to consumers and their behaviors.
  • Define your studio’s strengths and limitations, core competencies, and key success factors.
  • Create your studio’s brand image based off of game projects and values.
  • Adjust to the changes in marketing and community strategies between new and established game projects.
  • Adapt to emerging opportunities and create a brand voice.
  • Learn more about ethical marketing and social media practices.

It’s one thing to read a list of great marketing tips, it’s another to have them expertly taught to you by an expert communicator who can tailor her lessons to your particular needs.

This is your chance to improve your studio’s chances for commercial success! But there are a limited number of seats for Tran’s class. Make sure to secure yours before it’s too late.

For more information on the GDC Masterclass program, be sure to visit our website or subscribe to regular updates via FacebookTwitter, or RSS.

Gamasutra and GDC are sibling organizations under parent company Informa Tech



https://www.sickgaming.net/blog/2020/10/...oria-tran/

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  News - Don’t Miss: What Nintendo’s indie program looked like way back in 2014
Posted by: xSicKxBot - 10-27-2020, 12:07 PM - Forum: Lounge - No Replies

Don’t Miss: What Nintendo’s indie program looked like way back in 2014

What’s the state of Nintendo’s indie program? Earlier this year, Dan Adelman — who had long been the company’s most prominent booster of independent developers — left Nintendo after a long period of public silence.

In the wake of that, we began to wonder: What is Nintendo doing for independent developers? What does it want to see on its platforms?

Nintendo has a reputation for being closed off — and it’s clearly earned that reputation. But some independent developers, like Renegade Kid’s Jools Watsham (Mutant Mudds) have spoken about just how easy and rewarding it is to work with the company.

Much more must be going on there than is apparent on the surface.

To find out more, Gamasutra spoke to Damon Baker and David Wharton. Baker is the senior manager of marketing in the licensing department; he works with external developers directly. Wharton is director of marketing and analytics for Nintendo’s network business department, which is its online storefront, the eShop.

The conversation took place at Seattle’s EMP museum, where an exhibit, Indie Game Revolution, opened this past weekend dedicated to independent games; it’s sponsored by Nintendo. The interview that resulted — which is edited, but still long — spells out where the company is as regards independent developers in 2014.


Damon Baker and David Wharton at the EMP exhibit.
The last time I spoke to someone to Nintendo about this was with Dan Adelman. Obviously he’s left the company. So, what’s new in this “new era” of no Dan? I don’t want to focus the question on him, but I haven’t had a chance to talk to you guys about things, so tell me about your thinking.

Damon Baker: Dan was working in our department and we’re still really close with him. He’s doing a great job on his own thing, and we’re going to continue to work with him in the future, so that’s exciting.

In terms of what has changed since, not a lot has changed, because I think he was more of a face for our indie community and our relationship with those developers, but it’s always been a team effort in the organization — whether working with David and his team on eShop and data collection, or working with other departments.


The eShop on the 3DS and Wii U
We bring the content through, from an operations standpoint. We have a business development division. We have a marketing division as well. So it’s always been a bunch of people that have been involved in that.

And so, at least right now, we haven’t filled his position, but we have all hands on deck that are answering questions, that are giving advice on what great content they’re seeing. It’s almost more like a committee basis at this point, at least in terms of how we’re working with the independent community.

How do you get games onto your platforms? Do you go look for them? Do they come to you? I’m sure it’s both, but please talk a bit about how it works.

DB: It’s absolutely both. They’re really passionate developers who grew up with Nintendo platforms and they’ve always had a vision of their games on a Nintendo platform, so they’re very proactive about reaching out to us, and we direct them to the developer website and get them signed up as quickly as possible, so they can then get a development kit and get on their way.

Additionally, we are proactive, ourselves, in going to different trade shows and going to different indie meetups and shows, and seeing what type of content is out there, and hearing the buzz that is going on, online, in terms of what we should be paying attention to and what we should be going after.

So it’s a bit of both.

I saw the Nintendo Direct; you were at IndieCade. You were exhibiting titles that were on your platforms, but I’m assuming you were also talking to developers.


Baker interviewing an indie developer at IndieCade on Nintendo Direct
DB: Oh, yeah. Absolutely. Because the first day of IndieCade, they had the IndieXchange, which are the classroom sessions. So we did a presentation, a bit of a background on how to become a developer, and our self-publishing business, the tools that are available — things like Unity and the Nintendo Web Framework, which is basically HTML5 and Java support.

We did some tech demos and live demonstrations of how easy it is to bring content over to the Web Framework, in front of the crowd, so that was pretty cool to be able to do that.

And then we did have the speed dating and the different sessions where people can come to us and pitch their game ideas and concepts, and just get information on how to get started. So it was a busy day. I think we were booked from 9 until 4:30, with meetings every 15 minutes, with the indie developers. And them from 4:30 to 6:30, we had three-minute meetings that were packed back-to-back.

Three-minute meetings?

DB: Yeah. It was a speed dating round that IndieCade organizes, and they had a timer, and people came in and had three minutes to do a presentation on their game, so we got exposed to a ton of content over the course of a day. It was non-stop.

What do you look for when you see a game or meet a developer, that makes you say, “Oh, yeah. We’d like to see this on our platforms”?

DB: Well, we don’t really judge, because people have different interests, and we can’t really narrow that down to just whatever it is that I like, or that I think the licensing department likes. So we do have that open-door policy, and allow everything to be coming in.

“I think what I look for, though, are those things where the developer is passionate about it, and has also done their homework in terms of how to maximize the opportunity.”

I think what I look for, though, are those things where the developer is passionate about it, and has also done their homework in terms of how to maximize the opportunity. It’s one thing to come in and say, “I have this great idea,” and it’s written on a piece of paper, and they have nothing to show for it.

But there’s the different level where they’ve done their research, they’re integrated into the community, they’ve talked to other developers that have brought content to Nintendo platforms, and they already have some idea of best practice. And then it’s about amplifying it, and taking it to the next level, so that more people can see it. And there are some really great opportunities out there.

Do you help make those connections? If I were to think about what indies you should speak to about bringing content to Nintendo, it would be Nicalis, it would be Image & Form, it would be Yacht Club, and Renegade Kid.

DB: Our “Nindie” community!

Those would be the obvious ones. But do you facilitate those conversations?

DB: Yeah, we help with that. But they’re also very proactive on their own accord. All of those guys have actually written stories and essays and revealed a lot of insight in terms of what to expect as an indie developer, your first venture into this space, and I think a lot of that is amazing educational material.

[Ed. Note: There are examples of just this thing on Gamasutra already. Nicalis’ Tyrone Rodriguez talks about the 3DS’ potential for game sales here; Image & Form’s Olle Hkansson writes about designing SteamWorld Dig here; Yacht Club’s David D’Angelo talks about Shovel Knight‘s sales here; Renegade Kid’s Jools Watsham blogs about self-publishing here.]

Do you fund indie games?

DB: No. We don’t have a Pub Fund type of thing. Really, our point of differentiation is on the relationships that we build with those guys. We invest a lot of time and energy and internal resources supporting these guys.

A lot of independent developers are amazing coders, and amazing at bringing experiences to life, but they may not be as familiar with how to market their game, or how to promote it, or how to take that to the next level. So we put in a lot of resources there to kind of hold their hands and show them examples of how they can make the most of it, and they can then use those tools for all of their future releases as well, regardless of platform.

Some obvious promotional channels that Nintendo offers are the eShop itself and Nintendo Direct. Is there anything I’m missing?

DB: Well, we participate in different trade shows, showcasing indie content there. We do media tours across the country. We have newsletters, social media, YouTube. Our YouTube channel is fantastic in terms of promoting all of their videos and trailers that are coming out. We work really closely with David and his team on marketing and merchandising opportunities within the eShop.

David Wharton: On top of that — on top of just all of those channels — we try and create a whole bunch of promotional opportunities that independents can participate in. Where rather than promoting a single title, we’re making them be part of something larger. Because one of the things we’ve found is that when we have a bigger story to tell, consumers respond to that.

Whether it’s an indie sale or whether it’s something around a particular theme, or a particular event like PAX or E3, if we can tell a bigger story, we can create these promotional events that they can participate in. When they can take advantage of the fact that we have a whole bunch of people all coming to the platform at the same time.

DB: Yeah, IndieCade is a big deal for us, in that we’ve participated in the last two years with the booth space. It’s completely dedicated to third-party content and indie developers. And also, over the last two years, we’ve been able to tie that into Nintendo Direct promotion as well, and amplify that message and that presence we’ve had there. Those developers are absolutely thrilled to be getting that type of exposure to an expanded audience.

So, when you’re going to go promote someone’s game, how do you make that decision? I feel like, on the 3DS eShop in particular, there are a lot of little games I’ve never heard of. So how do you make the choice of who’s going to get a little bit more of a push?

DB: There are a lot of factors that come into play. But we’re looking for quality. We’re looking for unique experiences. We look for people that are utilizing our console functionality in unique ways — so if they’re embracing using the [Wii U’s] GamePad or using 3D or touch-screen, or motion control, or any of those types of things, that helps create a point of differentiation that we can then, it gives us more bullet points we can point out and promote across the board.

I would say the number one thing is back to the relationship-building. If you’ve got a developer that is reaching out to us, that is communicating with us, that is giving us advance notice on when their release is coming out and where it is in the pipeline, what they’re doing to help promote it, then we are much more prone to helping promote their content when it becomes available. But if we only find out about a game at the last second, then it really limits the amount of opportunity we have to maximize that launch period.

DW: We also look at “who’s that game for” and whether we have a broad base of content that targets that consumer. So if we know we’ll be launching some full game download — whether it’s first party or third party — we’ll want to merchandise smaller content that might also suit that audience at the same time.

We’ll find that people will come in for one title and wind up buying two. So we want to make sure we have some titles that have some kind of halo effect. We’ll match that same audience type. So having a clearly defined audience is important.

The other thing is we look at what our consumers are interested in. There are some titles that surprise us. Every once in a while I’ll look at the sales results and go, “What is that game?”

And all of the sudden we’ll see a spark in interest, and sometimes it’s what the developer has done, sometimes it’s something that our communities have done through their own social media, or what have you, and sometimes there’s a sudden spike in interest around a title and we’ll just bring it to the forefront to see if we can amplify it.

That actually touches a question I want to ask. A little while ago, you gave a presentation about the demographics of the eShop. The gist of it is that it would be similar to the audience you see on Steam: A little bit older, maybe, than Nintendo has a reputation for. That makes sense to me. But the more important question is not so much demographic, but what is it that these people actually like?

DW: Behavior trumps demographics every time.

Right. So do you have that information, and can you share it with devs? Or is there anything you’d like to communicate to devs about who plays, and what kind of games matter to them?

DB: I think, back to David’s earlier point, it’s really about the type of gameplay experiences that people enjoy on the platform in the first place. So if you’ve got a lot of people coming in and playing Mario Kart and Smash Bros. on Wii U, you know there’s a big fanbase for local multiplayer or couch co-op.

So, upcoming titles — like, we just launched Sportsball today, which is an amazing multiplayer game that really encourages some extensive trash-talking, and then Chariot, and then Runbow coming out in 2015. These are titles that people, they already like these types of games, and they’re seeing how indie developers are putting their own spin on them and doing something unique with them, and it’s like, “Oh, this makes a lot of sense.”

[Ed. note: You can read a blog about the development of Sportsball, on designing an instant replay feature in Unity, on Gamasutra.]

I think it’s also cyclical. Because you look at an amazing-quality title like Shovel Knight, and it’s got sensibilities that would resonate with a Nintendo type of game. But the eShop also has a bunch of platformers, a lot of retro-inspired games, pixelated artwork. So you could dumb that down and say, “Well, there are a bunch of other games that are like that out there.” But the fact is, it’s got heart; it’s got something that resonates above and beyond the other offerings that are out there. I think that’s what people are gravitating towards.

I think there are plenty of knock-off games that are out there, and they’re going to sneak into the eShop. But those aren’t the types of things that are getting promoted heavily. Those aren’t the things we’re wanting to make as an example of the cream of the crop of our content.

We really want people to have the visibility in the eShop, in the merchandising of quality experiences. We’re not saying we’re going to ban those types of games; you’re just going to have to search for those knock-off types of games or the other kinds of experiences that may not be on par with the great offerings in the eShop.

One thing about Nintendo platforms is always that they’re unique.

DW: Absolutely.

The Wii U has the GamePad. The 3DS has dual screens, touch. So the closer a developer caters to your platforms, the more risk there is — because they’re tied more closely to them. What do you say to that? Because I would assume you’re interested in seeing people focus on the Nintendo specifics.

DB: Oh, yeah. We encourage it, for sure.

“I think the titles that take advantage of those features tend to be the most successful, because they offer some of the uniqueness that’s key to our platforms.”

DW: And I think the titles that take advantage of those features tend to be the most successful, because they offer some of the uniqueness that’s key to our platforms. So while I can understand the perspective that there might be risk there, but there’s a ton of opportunity as well. Because it offers an experience you just can’t get on other platforms.

DB: But we also don’t limit the opportunity if you don’t have the feature set or functionality. So utilizing some of those development tools, like Unity, makes it really easy for developers to port that experience to multiple platforms. But we also give them the tools with the Unity engine that if they want to add off-TV mode, or if they want to add motion-control, or touch screen, or the microphone use, or whatever — those tools are available if they want to create a point of differentiation as well.

Do you think that independent developers can sustain themselves by developing for Nintendo platforms exclusively?

DB: I think it depends on the experience and the level of investment that they’re putting into it in the first place. But from what we’ve seen, we’ve got a range of sizes of teams, with development teams: Indie developers, from one or two-person teams to anywhere from 25 to 30-person teams. And they all have varying levels of success based on the revenue and what it is that they’re getting out of the shop.

So I think it really depends on a number of factors, in terms of how much money and how much energy they’re putting into it on the front end, and what is that return. But we’re seeing a lot of developers that are doing a fantastic job on the shop.

DW: And I’ll say that we’ve seen a fundamental difference over the last couple years in our consumers’ interaction with the eShop. The eShop is now one of Nintendo’s top retailers. We sell as much software as some of the major chain stores through the eShop.

“Our consumers expect to be able to buy digital content on our platforms and are voting with their dollars in favor of digital content in a big, big way.”

Our consumers expect to be able to buy digital content on our platforms and are voting with their dollars in favor of digital content in a big, big way. It’s been a dramatic shift over the last couple of years, and I don’t see it changing anytime soon. There are certainly examples of individual titles that have done really well. But as a category, the audience is there and they’re willing to spend money. The eShop has just grown a tremendous amount.

DB: I think the message is, we don’t want to send out an assumption that if you bring out content on the eShop that you’re automatically entitled to success. Any developer has to put in the effort on their side; they have go out there and promote their own game, market it. They have to create their own success. But we’re there to help amplify that.

DW: And it is easier, in some ways, to stand out on our platform, because of the way we do merchandising. Because of the way we present content, it is easier for some of these indies to get traction with us and with our audiences, for sure.

Something I saw recently is that Reggie said that 20 percent of Smash Bros. copies were sold digitally on the 3DS, which seems like a pretty high proportion.

DW: It’s even higher on a couple of other titles.

So, you’re seeing a lot of traffic to the eShop. I think the eShop is a little bit of a black box to people outside of Nintendo. I mean, all the online shops are, to an extent. We don’t really know what’s going on there, both on the Wii U and the 3DS.

I don’t know if you can share any actual data, but you can probably give me an idea. What percentage of users who have the systems purchase download content? Is it a common occurrence?

“We’re seeing a high percentage of the audience, of every one of our console owners, come into the eShop for different reasons.”

DW: Yeah. A couple of things; first off, I mentioned this earlier, but we’re seeing every new console that we sell connected within a couple days, and a majority of those folks will come into the eShop at some point. And people use the eShop for a variety of things: They use it for demos and videos and for games, but we’re seeing a high percentage of the audience, of every one of our console owners, come into the eShop for different reasons.

The percentage of revenue and percentage of sales of our titles, which you’ve alluded to, has grown. Again, 20 percent of Smash Bros. sales is through the eShop and, as I said, it’s even higher on some of our titles. And our unit sales and revenue from 2013 to 2014 was about 200 percent growth. So, I’m not going to get into specific figures per se, but we expect that kind of growth to keep going in 2015.

DB: I think Nintendo has already released a lot of first-party content as dual-distribution titles, and depending on the type of game it is and the genre it is, I think some of those are much more prone to being digitally downloaded, just to keep it on your system.

Animal Crossing. You want to keep it on your system.

DB: Absolutely.

DW: Tomodachi Life.

DB: Fire Emblem, or any of these games you’re investing a lot of time and energy into.

DW: And for a lot of these things, you’re seeing that we’re producing DLC for these games: Mario Kart, Fantasy Life has some as well. Hyrule Warriors has DLC, and the DLC is very successful. We’re seeing very high attach rates for DLC on our platforms as well.

Another thing that’s going to help us grow this part of the business is that we’ve launched the ability to buy off-device, and download to device, recently. And expanding that functionality is not only going to bring awareness digital content, but the ability to buy in that moment. If I read there’s DLC, now I can click and buy it and it’ll be on my advice when I get home. That’s going to be really important.

Now, is that going to expand to not just first party content, but everyone’s content?

DW: We’re going to keep working on expanding that functionality as much as we possibly can. Of course, we want our entire library to be available that way, whether it’s first party or third party.

What about regional launches? I know it works differently between the first parties. If you can launch on Xbox, you do it once in whatever region you reside in, and then you can do it globally. For Sony, there are different processes for Europe, Japan, and America. How does it work for Nintendo?

DB: It is separate entities that they have to work through, but we collaborate really closely with Europe and NCL in particular. So a lot of our launches, we try to create consistency, or coordinate that on a global basis. But it is two separate entities: One in Europe, and one in America.

Like, Shovel Knight just came out in Europe. It’s been out for a while here.

DW: The shops are managed regionally. The actual shop management and content management is handled regionally.

So they’re going to have to interface with someone in Europe if they want a game to come out in Europe?

DW: But we facilitate that.

DB: We do. We’ll start that conversation, and make sure that it gets through to the end.

DW: We talk.

DB: There’s a lot of communication.

Is it the same for Japan, or is Japan its own thing?

DB: Japan is kind of its own thing, to be perfectly honest. But that is a developing relationship. We have a lot of communication with them as well, but they have a very unique region and culture, in terms of that content. But they are really interested in what is happening in North America and Europe, and they are looking at how they can explore that area more fully.

One thing Sony will do is lend people dev kits. Do you do that, or do you only sell them? How does that work?

DB: We actually have a program where we can — I don’t know what the term is for it, but basically we will allocate dev units, and then you can pay us back after a year. It’s like a one-year loaner program. That gives developers enough time to actually finish their game, get it launched, start making some money, and then they have to pay it back. But the dev kits aren’t actually that expensive. They’re the price of like, a high-end PC, basically.

Who has the final word about what games get approved to be on the eShop: I mean, like, “yes, this can go through.” Who gives a yes, and how does that work?

DB: We don’t bias it, at this point. Basically we are open to any and all content. There are a couple of guidelines — we don’t do advergaming, for example. We don’t allow that kind of content.

So no Toyota Yaris game?

DB: No Burger King. That was such a goofy game! It was awesome, though. [laughs] So we don’t allow those types of things. But other than that, our policies are pretty much open-door.

Does anything ever get shut down?

DB: It has, in the past. There has been questionable content — things that are very, very controversial. Nintendo is sensitive to that. But I think what we always encourage is, we would always rather have an up-front conversation with the developers about that early on in the process rather than waiting until the last minute to find out about that. So if a developer has something that they know they’re putting something questionable in there, or not, then it’s better to have that conversation so we can, at least, guide them through it correctly.

Now, you do have a lot of games that debut on your platforms, particularly, as you say, from the “Nindies.” The Shovel Knights of the world. I know it was also on Steam, but there’s kind of a line there.

But you also see games like Guacamelee come out, probably a year after it came out on the PlayStation systems. Do you encourage that? Is it about being a fit? Guacamelee, obviously, it’s a Metroidvania, so that fits pretty well with the Nintendo audience!

DB: And it’s an amazing game as well. I think the Super Turbo Championship Edition is one of the highest-rated games on Wii U right now.

DW: It’s a great game.

“But we’ve seen that multiplatform releases, if they launch simultaneously across all platforms, then they do better.”

DB: I think, for us, we always prefer to have a game simultaneously at launch. But if it’s a great game and we can at some point give our consumers an opportunity as well, then that’s all that we ask for. But we’ve seen that multiplatform releases, if they launch simultaneously across all platforms, then they do better.

That’s because you’re building up on that launch momentum. If you launch a game a year later after it’s been out on other platforms, then you have to basically reinvigorate your marketing campaign from scratch again, and it’s really, really difficult, especially for a small studio. So we work with all of our developers to try and get those out as close, or as simultaneous, as possible.

You work with analytics, David. So you collect a lot of data from the eShop and purchasing, I assume.

DW: We do.

Do you share anything with devs besides how many units they sold?

DW: We do share general information with people about the eShop and the eShop audience. We don’t want to obviously share much in the way of competitive information. But we provide the information we feel is necessary to help people make good decisions about their content, how best to market it, and what their opportunity really is. To make sure they know what they’re getting into at the outset.

DB: Absolutely.

DW: I was just talking to someone from licensing the other day. We’re providing licensing with more and more access to the data that we have so that they can help developers on the fly, as well.

Nintendo has this thing, kind of in general, where on one level you’re competing with Sony and Microsoft, and on another you’re sort of not.

DW: Doing our own thing, sure.

So how does that reality apply to the eShop, to download games? Does it?

DW: We arrived in that place by focusing on us, and what we do, and what we’re trying to accomplish, and not trying to focus so much on what Sony and Microsoft are doing. And that’s true for the eShop as well.

Yeah, of course, there are best practices across digital storefronts and we want to make sure we’re not doing anything dumb. But at the same time we’re really trying to cater to our audience and we’re really trying to do the best thing for the content that we have in our shop and build a unique relationship with our consumers.

We are all biased toward quality and anything that is unique and different and really expands the overall value, not only of that particular title, or the eShop, but the Nintendo ecosystem more broadly. That’s what we’re really looking for. We’re just focused on doing what we think is right for our consumer. And that has worked for us for more than 20 years — more than 30 years, now. We just want to keep doing that.

“If you’re making a game in Unity, there’s no reason it shouldn’t be on Wii U.”

DB: Again, back to those development tools. We want those developers to make the most of every opportunity that they have. If it’s really easy for them to bring that content over, because it’s been developed in Unity, then we encourage them to do so. If you’re making a game in Unity, there’s no reason it shouldn’t be on Wii U.

DW: The last thing is — it’s part of the reason that we’re here at EMP and here at this exhibition. We embrace the fact that we’re unique and different. We are who we are. We don’t try to be anybody else. We think that this show is a great expression of what’s great and unique in gaming, and we just try to focus on that as much as we possibly can. And express it through the eShop and the eShop merchandising as much as we can through anything else.

I know the people who do the similar stuff at Microsoft and Sony really well. Chris Charla at Microsoft is a very plugged-in guy to games; people like Sony’s Shane Bettenhausen and Nick Suttner are very well known figures in the indie community. They also know a lot about games. Do you plug into indie communities in the same way? Do you go out there, do you meet people, do you get to know them?

DB: Oh, yeah. We’re going to the same events. We’re friendly with all of those guys as well. We also tap into our internal resources on that, too. Because we have a ton of just fans of games within the Nintendo organization, so we get a heads up from people throughout the entire company of, “Oh, I saw this game. You really should check it out.” “Oh, this Kickstarter just went live. It looks interesting. You should talk to these guys.” We collect all of this as well. Yeah, I think, every week we’re getting exposed to something brand new around the corner.

The last question I have is: A lot of this conversation has been about, “We’ll build this relationship with the developer. We’ll share with them. We’ll give them best practices, we’ll give them info, we’ll help them along.” For developers, what is the best way to get in touch with Nintendo’s independent development team?

DB: That’s a really good question. So, if you are a prospective developer, then we encourage people to go to the wiiu-developers.nintendo.com site. That is your first point of contact where we get alerted that somebody is interested in being a developer. We help you fill in the form, and everything, and we start the relationship there, in terms of getting them officially signed up so that they can then get development kits and all of that.

We also have the Wario World website for existing developers, and that’s a fantastic resource and forum to not only reach out to us but to other existing Nintendo developers and share information there.

And then we’ve also got a third-party publisher alias, within Nintendo. So [email protected]. And that email proxy goes to the licensing department, and we field all sorts of inquiries, no matter what type of question it is. If it’s marketing it comes to me, if it’s operations it goes to another person, biz dev it goes to another person.

And finally, I’m on Twitter as well. I’m no Dan Adelman when it comes to Twitter, but people can reach me online and I’m pretty good at responding back or taking the conversation offline so that we can point them in the right direction.

Say you’re at a festival. You’re at IndieCade; you’re in the booth. Somebody has a great game. Would you want them to walk up to you and say, “Hey. I have a game!”

DB: Yes. Absolutely. Absolutely. So even though — I’ll go back to that Thursday classroom experience. We saw so much content. It was hard to keep all of it straight. But we had those guys — everybody came back up to us throughout the course of the show. It was about building that recognition and relationship: “Hey, remember me? I showed you so-and-so game.” “Yeah, that was great. Let’s have a deeper dive into it. Let’s have a closer look at it.” We really do encourage people being proactive in their outreach so that we can have those relationships.

Disclosure: Nintendo provided air travel to Seattle to facilitate this interview.



https://www.sickgaming.net/blog/2020/10/...k-in-2014/

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