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Create Buzz by Doing the Unexpected and Being Remarkable (Puzzle Quest Case Study) |
| Published: June 1, 2007, 12:38 am |
| Tags: marketing and promotion, games, technology |
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A game company called Infinite Interactive have a break-away hit on their hands with a new game called PuzzleQuest. Their success has come from two key differentiators: Mashing the puzzle gem (IE: Bejeweled) genre with the old school Japanese RPG (IE: Final Fantasy) genre. Releasing a demo for PCs over the Internet even though the game was only available for the Nintendo DS and Playstation Portable handheld consoles (and possibly) very limited available at game stores causing scarcity and a lot of buzz around how hard it is to find a copy The Heath brothers [wikipedia] rate unexpectedness as one of the six rules of sticky, memorable, and interesting ideas. Seth Godin recommends that products be remarkable in his book the Purple Cow [wikipedia]. The qualities of being unexpected and being remarkable are most successful when they are intertwined. Being Unexpected Infinite Interactive has reached a new audience by offering a PC demo of the Puzzle Quest. Demos, or free limited-play [ Full article ] |
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