Planbeast stuff
Apr. 3rd, 2009 07:54 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Cool Planbeast news: Earlier this week I wrote the producers of one of the games that inspired me to create Planbeast in the first place, saying, "Hey, your game helped inspire Planbeast. We should work together, and I have an idea how to do it." Conversation follows, and reception to this proposal has so far proven a complete success: not only are they interested, but they have been offering me plenty of constructive criticism from the perspective of commercial game producers. We might be a lot of things, but storied publishers we are not, so information like this is gold for this project. Very exciting.
I have a pretty obvious path to take: do this more. Find more producers that could use a little Planbeast in their operations, and make the pitch. Because I'm me, this is hard to focus on. My natural neophilic inclination is that, having one success, it's mission-accomplished time and we can move on to something else. This is OK to an extent - I've scribbled out a couple of pages' worth of ways that we can improve the planbeast.com experience for our own users - but we've found something that works with this take-it-to-producers strategy, and I've got to stay on the road.
I have a pretty obvious path to take: do this more. Find more producers that could use a little Planbeast in their operations, and make the pitch. Because I'm me, this is hard to focus on. My natural neophilic inclination is that, having one success, it's mission-accomplished time and we can move on to something else. This is OK to an extent - I've scribbled out a couple of pages' worth of ways that we can improve the planbeast.com experience for our own users - but we've found something that works with this take-it-to-producers strategy, and I've got to stay on the road.
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Date: 2009-04-04 06:34 am (UTC)