"A nickel's worth of free advice," as it were. I'm not a game publisher, nor am I planning to be, but this sounds like some of the most basic stuff you should know if you're considering becoming an e-publisher, or game designer, or even writing for a RPG. That said, it skips the painfully obvious and mentions sound principles that some may even know without having thought about it explicitly.
The first three sentences of the company history of 12 to Midnight is a hilarious example of why you need a good editor, a point emphasized with good reason in the secrets. There's little more I can say without revealing too much of the actual material. It's good stuff to know, it's a quick read with good writing, and it's free. What more do you need to know?
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