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Introduction Part 1: Theory Chapter 1: What Makes Games Sell Topic Quality Marketing and Public Relations Range of Appeal Cool Factor The Final Topic Chapter 2: Game Genres Action Strategy Adventure Role-Playing Games Sports Simulations Puzzle or Classic Games Console Games So What's the Point? So, The Winner Is. Chapter 3: Licensing and Franchising To License or Not to License To Franchise or Not to Franchise What the Industry Says about Franchises and Licenses The Final License Chapter 4: Topic--Your Gaming World, Cool or Not Thinking with Your Heart Tradition Says Find the Golden Nugget Insiders Talk Mario Kroll, The Wargamer Network Bill Mooney, Simon & Schuster Jonah Falcon, United Gamers Online Cool Factor The Final Topic Part 2: Ambiance and Story Chapter 5: Ambiance Graphics Audio Physical Stimuli Chapter 6: Story Who Needs Story? Why Not? Making the Story Write It Down Conflict The Right Tool for the Job The Final Wordware Publishing, Inc. Chapter 7: Documentation and Strategy Guides User Manuals The Writer The Strategy Guide Chapter 8: Playing the Game--the Fun Factor When is Fun, Fun? Steve Bauman, Computer Games Magazine Jim Werbaneth, Publisher, Line of Departure Randy Sluganski, Just Adventure Steve Grammont, Battlefront.com Howard Jones, author Tom Ham, E3 Judge John Keefer, GameSpy Network Tiffancy Spencer, UbiSoft Scott Osborne, Journalist Bill Roper, Blizzard Entertainment Fun Is as Fun Does Part 3: Marketing and Public Relations Chapter 9: Public Relations and Marketing Building a Theme Creating a Buzz Involve the Press The Last Review Chapter 10: Marketing the Product Public Relations Know the Game Know Your Public Relations Representative Know Your Editor Screen Shots Demonstrate the Game Marketing Original Equipment Manufacturers The Final Advertisement Part 4: Appeal and Cool Factor Chapter 11: Range of Appeal Scalability Technology Switch Hitting and Cross Breeding Part 5: Been There and Back Chapter 12: Empire Earth--Mark One Up for Marketing Quality Topic Genre Gameplay Cool Factor Marketing and Public Relations Summary Chapter 13: Max Payne--Cool Cash Quality Topic Genre Gameplay Cool Factor Marketing and Public Relations Summary Chapter 14: Diablo 2--Lords of Destruction Quality Topic Gameplay Cool Factor Marketing and Public Relations Summary Chapter 15: Harry Potter and the Sorcerer's Stone--The Movie Sells the Game Quality Topic Gameplay Cool Factor Marketing and Public Relations Summary Chapter 16: Sim Theme Park--An Amusement Park in Your Home Quality Topic Gameplay Cool Factor Marketing and Public Relations Summary Chapter 17: RollerCoaster Tycoon Quality Topic Gameplay Cool Factor Marketing and Public Relations Summary Chapter 18: The Sims Quality Topic Gameplay Cool Factor Marketing and Public Relations Summary Chapter 19: Age of Empires II Quality Topic Gameplay Cool Factor Marketing and Public Relations Summary Chapter 20: Games That Should Have Sold but Didn't Poor Public Relations Lack of Distribution Poor Press Poor Timing Games That Should Have Sold but Didn't Ground Control 101: The Airborne Invasion of Normandy Grand Prix Legends The Final Sale Part 6: Speaking Out Chapter 21: Insiders Speak Out Jason Bell, Infogrames, Inc. Bonnie James, Electric Playground Ben Smith Mark Barrett Kelly Ekins, Strategy First Jeff Vitous, The Wargamer Christina Ginger, Strategy First Pro Sotos, Producer, Disciples and Disciples II Dan Clark, Gaming Nexus Jim Werbaneth, Publisher, Line of Departure The Final Question Chapter 22: Fans Speak Out The Questions What influences your gaming purchases? Which is more important--the publisher or the developer? If you buy a stinker from a publisher, will you buy a subsequent game from the same publisher? What was your favorite game of the last 24 months? Would you buy a game on impulse if it was connected with a license you enjoy? Does the game's genre strongly affect your purchase? What is your favorite genre? If you read a glowing review, would you buy the game? The Gamers Speak Out Index
Library of Congress Subject Headings for this publication: Video games Marketing, Video games Evaluation