From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 22831 invoked by alias); 17 Nov 2003 07:44:58 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 22823 invoked from network); 17 Nov 2003 07:44:57 -0000 Received: from unknown (HELO outbound28-2.lax.untd.com) (64.136.28.160) by sources.redhat.com with SMTP; 17 Nov 2003 07:44:57 -0000 Received: (qmail 11291 invoked from network); 17 Nov 2003 07:44:56 -0000 Received: from 66-52-203-173.sttl.dial.netzero.com (HELO vangogh) (66.52.203.173) by smtp04.lax.untd.com with SMTP; 17 Nov 2003 07:44:56 -0000 From: "Brandon J. Van Every" To: "xconq" Subject: Marketing Xconq? Date: Mon, 17 Nov 2003 07:50:00 -0000 Message-ID: MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 (Normal) X-MSMail-Priority: Normal Importance: Normal X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2800.1165 X-SW-Source: 2003/txt/msg00725.txt.bz2 This may sound like a bizzare question to you, and it's certainly premature to my own agenda. But I thought I would ask anyways... do you guys make any effort to market Xconq? Where by "market" I mean greatly increase the number of Xconq players out there, the number of people who know about it, who think favorably of it, get it reviewed on websites, etc. No money changing hands but promoting your brand "Xconq" is still marketing. What do you think the "market penetration" of Xconq is currently? How many players? How many people know about it? Have you ever tried to measure these things? Cheers, www.indiegamedesign.com Brandon Van Every Seattle, WA Taking risk where others will not.