On Thu, 2010-07-29 at 16:32 +0200, david blanchard wrote:
> Some feedback on our presentation (when I say ‘we’, I mean Xav and I who
> were present at the meeting)
> *     In general : we need to be less theoretical, for each point we
> mention we need to come with an example or figures, and be very structured
> and concise, not pad out. And we need to speak slower :-). And we need to
> assume more that the people we talk to don’t know nothing about what we do !
> *     Intro : we need to start the presentation with the overall idea : we
> are studio which develops games, we stand at the intersection of online
> gaming and open source. What is online gaming, what is open source in a few
> words.
> o     Right after that, we need to present ourselves extensively. And link
> it with our positioning to prove that we are the right people at the right
> time :-)
> *     Free to play business model slide  : rather than say 10$ ARPPU, say
> between 5 and 20, and give example for each.
> o     If we talk about serious games for complementary revenues, we need
> to come with an example
> *     HackIt slide : we should not talk of the history of the project but
> rather pitch the game as it is planned to become (‘simulation, IA, missions
> and gain territory’) and show the current game to illustrate one or more
> elements of the pitch. 
> *     Market slide : talk about Zynga valuation, acquisition of Playfish
> and Playdom
> 
> Xav, please add your notes because I did not write much so I must be
> skipping elements.

Here is what I have on my notes:
      * Should follow more closely the points displayed on the slideshow
        - need to restructure some parts of the slideshow for this to
        work
      * Get less lost in details, we're communicating the big picture,
        not the nifty details
      * The founders presentation needs to be displayed at the start,
        and have more details: age. diploma, experience shown on CV,
        images of companies worked for (1 slide per person)
      * Don't define things negatively: you mentionned orcs and elves as
        what we don't want to do (and not sure the investors will see
        what you talk about)
      * Link more what we want to do to industry trends (again with
        examples and numbers)
      * ARG is not the main example to show IMHO - there are less
        numbers to show, it's mostly used as promotional means anyway.
        Should focus on FB for examples I think.
      * Explain what is open source and communities (may not even heard
        these words)
      * Don't interrupt the other : )
      * We don't care about mobile phones or cross-media strategies at
        this point - best left to answer a question on the subject,
        otherwise focus on the main thing that we do. Say once for all
        at the beginning that it is online and that the platform is
        PC/Mac
      * If we are to talk about serious games, we need to investigate
        the subject more and have good examples, or even leads, to give
      * Need to prepare the game session (websites URLs,
        explanations...) to provide a good experience. 
      * Actually the last point gave me an idea - don't know if it would
        work but a part of the presentation could actually be done
        within the game - visiting websites that we talk about or with
        our bullet points added on top of a relevant webpage... Sounds
        crazy, I know.
      * Don't talk about the reorientation from strategy to sim - detail
        again, best to focus on what the game is now
      * A slide centered on AIs - find examples of actions
      * Need to better balance the slides to talk an equal amount of
        time and not have long phases where one doesn't say anything
      * Tell very early, maybe on the first slide, that the specificity
        of the studio is to be a meeting between free software and video
        games.
      * At the end, give a few figures to show what happens if it works
        - compare with other industries - examples of Zynga, Playfish,
        Playdom...
      * How much to raise until buyout if successful (ie how much can
        the investor hope to get if it works)
      * Say we already have found the funds for the first round, and a
        part of round 2 already
      * Leave something tangible at the end - a USB key or whatever (not
        only email)

Xavier.

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