Press Play's Rune Dittmer
The Max and the Magic Marker developer talks self-publishing ahead of this year's Nordic Game
Yes. Well, first of all it was a perfect fit for Max because we needed the controls, so that was the main reason for choosing the Wii. But also - you're right - it's easier and more accessible, not so much in terms of the technical stuff - for us at least that wasn't so much of the issue - but more the getting approved and all of those processes. It was definitely much more accessible for us, and we wanted to use that to get that console title out there to help us with doing other stuff later on.
They did help us, yes. They were very supportive and we were invited to several media summits to help us to get in touch with the press. So they were helpful in that regard.
I would say that you should definitely make sure that you have a good fit between your target audience and the platform you choose. Because I think that it's really essential if you want to self publish that you know who you're going to aim for. I mean, you can't make a very broad title and just hope that somebody will pick it up. You really need to know who you're making the game for and that needs to fit with the platform because otherwise - with no marketing budget - it's impossible.
Sure, that's the big thing about indie publishing that you have the freedom to do whatever you want. But if that freedom helps you to make a game that nobody wants, it's not really helpful for you either. We are very aware - at least we are now - and are thinking the same for future titles.
When we're evaluating how things went with Max, and what went right and what went wrong, it's one of the things we want to be stronger on in the future. To be more precise on our target audience, or the game's target audience, and how that relates to the platform.
We learnt obviously a lot technically and about production management - a lot of lessons were learnt there definitely. But I guess that there is no studio developing its first console game that doesn't say that. The most important lessons that we've learnt have been around the publishing side and making sure you test the game. Not in terms of technical tests but that it's fun for the people that you actually want it to be fun for and that they think it's appealing.
We are looking at everything. We have two different games right now in development as well as some work for hire games that we're doing for Wii right now. So we're still looking to the Nintendo platforms, but we're also looking at projects on other platforms as well.
We do look at those platforms and see there's a lot of opportunity, but it's also very difficult to reach I think. We don't have any projects in development right now although Facebook is something that you have to consider in every project. And not just Facebook, but the whole social aspect - that's definitely something that we're working a lot with. But we aren't working on any specific Facebook games - it's not really our focus right now.
Yes sure. But I don't think that I'm the only one thinking that. You don't see many games that aren't taking that into consideration right now.
I think it's important. We have attended every year, and the whole studio is going. For us we perhaps use it in a different way than most others. We use it also to get everybody in the studio together - like I said, we're around ten people - and it works for us like a common line of reference.
So it's the place where we have time to talk about other stuff, and the things we see there we discuss, and we meet other people. For us it's very much a common point of reference. To the Nordic region I think that it's important that it's there as well as the whole Nordic Game Programme, not just the support scheme but attending of the conference, and other conferences and game shows is also there.
Rune Dittmer is CEO of Press Play. Interview by Kath Brice.