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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