Publicizing a Mod
#1
Posted 19 December 2003 - 04:18 PM
1) Make sure everything that you release is high quality. Don’t release a few screenshots of half finished models, they just don’t look as good.
2) Make sure that any news posts in English use decent grammar. Everyone understands a few mistakes, but misspellings are a definite no-no. If you have to, e-mail it to me mastermind2004@gendev.origin-network.net, and I’ll look it over and correct it and send it back
3) If you use forums for publicity, ignore comments that flame your mod. Don’t dignify them with a response, just leave them be.
4) Be polite at forums. Your reputation as a member is also your reputation as a mod leader. If you flame people, and things like that, you lose respect, and so does your mod
5) Make sure that your team members understand this as well. They are also a reflection of your mod, and if they start flame wars over the mod, it detracts from your reputation
6) Use large news sites like CNC Den, only when you have something really good, like a beta announcement, or release. They won’t post about you starting a mod, but if you have a nice site, and are about to go beta, they probably will.
7) Have a good website. A good website says a lot about a mod, and if you have a site, people are more likely to find your mod.
8) Don’t attack other mods, just because they have the same theme, or similar units. Every mod is separate, and most of the time, people think of similar ideas. Unless you can prove that a mod is ripping from yours, don’t accuse them of doing that. Make sure you have very good proof, like the actual models, and compare polys before you do.
Publicity is a two edged sword. It can make or break a mods success, and most of that depends on the person creating the publicity. Follow the rules above, and you shouldn’t have too much trouble publicizing your mod, and making it known.
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#2
Posted 19 December 2003 - 06:11 PM
Something alot of people also forget is line breaks. People just write a huge cube of text and don't seperate it into sections.
A chunk of text without linebreaks can be very hard to read. Adding a gap between sections improves this by a huge ammount.
#5 Guest_[MoD]Cha0s C0ntr0L_*
Posted 04 July 2004 - 07:38 AM
For example if I spoke like this
"yer dude thatz ownz0r m8" and I was a mod-leader people would lose interest because they think the leader is some unsocialised loser who does nothing but modification-related things.
But, If you publicize your mod correctly, you are in for a wild ride!
#6
Posted 01 August 2004 - 04:57 PM
people would lose interest because they think the leader is some unsocialised loser who does nothing but modification-related things.
Don't let MiG or Arg see that!
j/k
Edited by Spiral Dream, 01 August 2004 - 04:58 PM.
#7
Posted 18 May 2006 - 11:45 PM
I worry that if I went with the second scenario, that perhaps someone with better website making skillz wont come along, then it will still just be a mediocre site, only released later.
#8
Posted 19 May 2006 - 09:03 AM
#9
Posted 19 May 2006 - 10:47 AM
Additionally, quality speaks for itself. People will tell their friends about kickass mods after you've advertised on moddb, and so you'll get all the publicity you need. You could ask for a webdesigner on there on a 'help wanted' page
#10
Posted 19 May 2006 - 06:21 PM
Would you suggest recruiting for people first, or announcing the mod then looking for help?
Edited by Mister_Ninja, 19 May 2006 - 06:22 PM.
#11
Posted 19 May 2006 - 07:02 PM
#12
Posted 19 May 2006 - 09:31 PM
#13
Posted 19 May 2006 - 09:36 PM
That part's totally up to you. My main advice is to keep development private until you and your team have something to show Once you've got that, then you can advertise
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