You know what I hate?
Layout.
You know what I hate more than doing layout?
Selling my work.
I don’t know about anyone else but I have absolutely zero confidence in my own ability as a writer or creator. Editors? You pay them, so they can’t really be trusted to be honest. They’ll just do their best to polish a turd (alright, not you Salome, don’t get your knickers in a twist).
The friends and family you show your work to? They can’t be trusted to give you their honest opinion either, because they care about you.
Once your work is out on the internet, it’s another matter. Most of the people who are going to express an opinion are going to be those who don’t like whatever it is that you’ve done. That’s just human nature, but it can further destroy what little confidence you ave in whatever deformed collection of Frankenstein paragraphs you’ve sent stumbling out into the wild to be read.
With all this hanging over you and with no real idea of how good what you’ve written is, you’re somehow expected to SELL it to people? What in the name of Klono’s beard and whiskers can you say about your own bloody writing without sounding like a conceited bell-end?
Equally, being unenthusiastic and modest about what you’ve done isn’t going to sell it to anyone. If your work is going to get anywhere on its own merits you need to reach a critical mass of people first and to do that you need to sell.
Spamming social media is OK for a bit, but then you’re breaching netiquette. Nobody looks at banner ads. Reviews mostly help people decide whether or not to buy something they’ve already decided they might be interested in.
How do YOU get past this?
What works for you?
How do YOU get the word out?
What I am trying to do now is to create pre-release buzz so there are people eager for my work when it comes out. I am doing this by talking about ideas and elements of the game openly and asking people what they like in a game. What I am hoping this will do is translate in to a number of reviews, early sales and generally place it on people radars.
Will it work, we shall see.
A designer once said to me he found a great tip on how to get your client happy in the design business. He often let an apparent but easy to fir error in his work, then when he meet the client, they pick on that rather then on other things.
In a way, if you did a great job, people will pick at it anyway but you can manipulate them to think they are smart.
Quite evil btw.