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September 11th, 2001, 05:47 PM
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Corporal
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How do we spread the word on what a great game this is?
Any ideas?
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Captin
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September 11th, 2001, 06:01 PM
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Re: How do we spread the word on what a great game this is?
To start, why not go to the link at Gamespot and write a good review.
http://gamespot.com/gamespot/filters...366559,00.html
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Captin
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September 11th, 2001, 06:04 PM
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General
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Re: How do we spread the word on what a great game this is?
Tell your friends, write good reviws at any reviwe sites like ciao and hassle Shrapnel for merchandise (ie T-shirts=-)
Other than that, I don't know.
Captin, I suggest you come on over to the "War" thread - that's where everyon else appears to be.
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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
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September 11th, 2001, 06:37 PM
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Corporal
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Re: How do we spread the word on what a great game this is?
Has there ever been any advertising for the game?
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"Gentlemen, we have nearly a thousand ships waiting to be thrown into the fight at the proper moment to seize control of the Foundation. I say we should change that. I say, throw those thousand onto the board now--against the Mule."
-- Randu of Haven, from "Foundation and Empire," by Isaac Asimov
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"The bigger the smile, the sharper the knife." - Ferengi Rule of Acquisition #48
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September 11th, 2001, 06:53 PM
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Corporal
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Re: How do we spread the word on what a great game this is?
I have the radio and CNN on for the "War" part, just trying to keep busy on something else.
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Captin
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September 11th, 2001, 07:08 PM
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Re: How do we spread the word on what a great game this is?
quote: Has there ever been any advertising for the game?
Yep. Close to $10,000 to date and more planned for the Christmas season. But obviously NOT very effective, if you had to ask.
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Tim Brooks
Shrapnel Games
[This message has been edited by Tim Brooks (edited 11 September 2001).]
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Tim Brooks
Shrapnel Games
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September 11th, 2001, 09:20 PM
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Re: How do we spread the word on what a great game this is?
This seems like as good a place as any to mention that the November issue of PC Gamer has reviews of Combat Command 2: Desert Rats and of Remote Assault, plus a news ticker mention of The War Engine.
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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September 18th, 2001, 07:57 PM
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Captain
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Re: How do we spread the word on what a great game this is?
Maybe we could get LCC to do word of mouth advertising. He likes to post and email, and apparently needs something constructive to do.
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Give me a scenario editor, or give me death! Pretty please???
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September 19th, 2001, 09:28 AM
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Re: How do we spread the word on what a great game this is?
Judging from the fact that they sold out their stock multiple times, I assumed the game's sales were doing pretty well. Was I wrong?
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September 20th, 2001, 01:11 AM
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Re: How do we spread the word on what a great game this is?
quote: Originally posted by Gritsucker:
Judging from the fact that they sold out their stock multiple times, I assumed the game's sales were doing pretty well. Was I wrong?
Yeah, you prolly are Gritsucker. I suspect that SSI's "Reach for (your Wallet) the Stars" sold way more units even though it is a fairly poor game.
The way I see it MM made the following serious mistakes:
1. Spent way more then 2 days coming up with a solid game design to try and satisfy their target customers.
2. Didn't spend the other 99% of their budget on glitzy graphics while firing the design team.
3. Didn't claim to be a "real time strategy" game.( I'm still scratching my butt trying to figure out just what that term really means. I think it means, "We couldn't figure out how to work up a good turn phase order sequence and our customers will be too dumb to notice.")
4. Didn't slap the half finished project up on the shelves of CompUS for $49.95 and stop supporting it.
5. Didn't sell MM to Hasbro.
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I just keep recommending SEIV to anyone I know that likes this sort of game. MM does produce a quality product. There's only one other game I've spent more time playing the past year then SEIV. Since I buy like 60 plus pieces of cr#pola a year claiming to be great games, which rarely are, I suppose that says something.
Damn! I'm cynical. LOL!
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