In a fictional world of the future the infamous super villain Dr. Lacroix schemes to seize world supremacy with his army of robots. You take the role of Nikki and try to cross those evil plans on behalf of a secret organization. Your quest will take you to various locations: from futuristic metropolises to submarine facilities, floating islands, and even as far as orbital space.
How do Woflire (Overgrowth), Unknown Worlds (Natural Selection 2) and Frictional Games (Amnesia) market their games by using the development process itself?
Posted by qubodup on Jun 13th, 2012
Today, Data Realms (Cortex Command) started sharing their backlog (aka ToDo-list) with the public. This made me want to re-capture some methods of being open about your game development and using this for marketing.
When your early version already has re-play value, allowing people to pre-order your games and to play your alpha versions is one of the best things you can do.
Progress bars are beauty in players' eyes. Simply giving players read (and ideally write) access to your internal bug tracker allows super-fans to stalk you with no additional efforts on your side.
When a game strongly depends on its plot, it often becomes hard for the writers and designers to let players read or play the story before the project is finished. Even in these cases there is still a lot available in the designers' heads that can be shared spoiler-free: Instead of letting the player experience an in-game plot-twist prematurely (before the game is released), you can teach them about how plot twists are constructed and examine examples of plot twists in existing games.
I myself work at Joyride Labs on a Linux/OSX/Windows game. Our engine code is open source, we sometimes share insights about our code (this is often Haskell-related and we should do this more often), our bug tracker is completely public, our pre-release versions (that exclude the story mode) are available for download for free.