The biggest problem with a possible marketing campaign (here in North America, don't know about Europe and elsewhere) is that a publisher will look at SOW and say,
"Flight sim, what the heck do we do with this? These things make what? 1/3000th what a good FPS/Sports title does? I guess we could put a little 1/16th page ad in PC gamer, and maybe a pilot magazine or two."
If you want to move boxes you have to go big or go home. The problem with a lot of publishers is that their motto is, "nothing ventured nothing lost". They know the return on these games is small, and usually takes years to see full potential. Meanwhile they'll plaster Black OPS all over the Internet and TV because they know they will make back all that ad money in a matter of hours after release (sometimes before if pre-orders are strong).
There are three ways for a flight sim to do really well. . .
1. Huge first class ad campaign. Make some good printed ads, and a really nice TV spot, and have the game highly visible. Make this game look like it's not only realistic, but non-stop action as well. You've already sold the old farts this game years ago with this forum, you need to hook some of those younger ones who are deciding what to do with their $60. "Hmmm, madden 2011 or do I try something different?" It's those people on the fence you need to sell. This is where box art can also really make a difference. Look at Wings/Birds or Prey for a good example. I don't know how many people that introduced to flight sims. Make the cover look like a non-stop explosion fest.
2. Get some free advertising. Oleg is probably the most aware of how great the Battle of Britain Anniversary would have been if his sim was on the market. Lots of news and documentaries probably would have loved to include a blurb about the most realistic BOB simulator out there. Spring 2011, nothing to remind people about WWII air combat there.
3. Terrorists use your product to train on. Not all that likely since MS has that market cornered.
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