SXSW Wrapup - Day Four

And just like that, SXSW is done. I only got to attend 3 panels today, grabbed my bags, and grabbed a cab to Austin-Bergstrom.

Anyway, here’re the highlights from the panels I did attend.

1000 – Customer Service is the New Marketing

  • Communications – offer many channels because people are comfortable with different methods
    • - forums
    • - knowledge base
    • - email
  • Allow users a way to communicate with each other and with you
  • The role of the apology – saying that you’re sorry has become acceptable – not worrying about the legal liabilities as much now.
  • Now, if you screw up and don’t fess up to it, people will blog about it and it could become a second screw up.
  • When you make a mistake, do whatever you can to make it right.
  • Make sure you’re hiring the right people when you’re interviewing – they need to fit the culture, have the same attitudes.
  • Involve all employees in customer service.

1130 – Design Aesthetics of the Indie Developer

  • It’s a level playing field for mind share and bit – anyone can get their ideas and thoughts out there.
  • It’s a small world – you can find whatever you need in terms of people and resources.
  • "Great design speaks to you, it has something to say" – Alain de Botton, "Architecture of Happiness".
  • iPod giggle – the first time someone uses an iPod, and they laugh a little as they understand it.
  • Great design is cutting down on your ideas, to the things that are necesary and important.
  • Independent developers are building for users, not business – they’re designing for themselves.
  • Anything that ends up being successful usually started as a problem that was obsessing the developer – it’s something you can’t stop thinking about.
  • Self-motivation is the most important thing to working at home.
  • Hard part is knowing when to stop, when to call it a day.
  • How do you manage the risk of the decisions you make?
    • If you’re really worried about it, you should probably wait. You’ll feel pretty comfortable about it when the time is right.
  • "I don’t want to make money for the sake of money, I want to make money so I can make more pictures." – Walt Disney
  • Style is very important – figure out how it’s going to work before you start going in to the code
  • "Follow your tangents"
  • First try to get people using something, before you try to get people to pay for it.
  • Pay attention to the things that annoy you in software
  • Pricing:
    • Your instincts on pricing are probably wrong, because you want to under price and make people happy.
    • If nobody complains that it’s way too expensive, then it’s probably underpriced. People always want more
    • Look at the pricing of other indie developers who are succeeding.
    • If your product is cheap, people think it will be cheap.
    • Nobody will complain if you cut the price, tons of people will complain if you raise the price.
    • Don’t promise free upgrades for life.

1400 – Will Wright Keynote

  • He was wired, on a caffeine buzz.
  • Stories are very straightforward, always the same. Games can be different for everyone.
  • Game appeal is agency – can I do it?
  • Film appeal is empathy – what will happen?
  • Much more, but my notes are so disjointed. I’d recommend reading Kotaku’s coverage, it’s amazingly thorough.

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