In response to this:
'Finding ways to keep retail sales up. Sales are good now but let’s be real here, updates are fueled by new sales. If you guys have ideas on what it would take to get more of your friends to buy copies at retail and on Impulse let us know. "
I know this will NOT be a popular sentiment here...but....
As far as generating $$$ for updates you should either think of subscriptions or microtransactions, not "new sales".
" Subscriptions!?!?!?! for an rpg/rts?!?!?!! Bah!!!!! No way!!!! "
Yep...that's what I said.
The MMO model is so potentially lucrative because of recurring subscriptions. It's that simple.
People will pay for ongoing additional content as long as it's fun, affordable, and worthwhile.
Now, to be honest I'm not sure if right now there's enough content in Demigod to warrant a subscription. I'm not sure a few new maps or Demigods would warrant tihs either. However, at some point most of your "new sales" popcorn kernels will have popped. At that point, you will have to generate more $$$ cashflow or Demigod will be a dead game.
The dead game phenomenon is the usual model, with a few exceptions (Starcraft and Warcraft 3 most notably). But even then, Blizzard is well known for supporting their games years after initial release. Part of what financed that is WoW subscriptions and that's another story altogether.
Another way to do it is the "Expansion" model, which really is in essence a subscription model that you pay for in a lump sum for a lump sum of additional content.
Either way, I think you will be hard pressed to have an ongoing profitable business model just selling new games. In the face of Starcraft 2 coming down the pike, there's just only so much RTS market share you are going to get. On the other hand, if you create and ongoing service relationship with your hardcore fanbase (let's say worldwide that's 10,000 people) where they give you $4.95 to $14.95 per month for ongoing content and gameplay features then you could generate enough cashflow to implement the kinds of features I know you'd really like to support.
" THIS IS AN OUTRAGE, NO ONE WILL STAND FOR THAT !!!!! "
Well, don't be surprised that Blizzard may very well be moving in this direction with the new Battle.net. There's rumors that ongoing online services for SC2 and Diablo3 will be play to pay.
" BUT THAT WILL LIMIT THE PLAYER BASE !!!! "
Ummm....yes....and no....
First off, if you turn that money back into the game and make it better and better your player base will grow. This is the World of Warcraft model. Basically, get people addicted and add enough content at a certain rate to keep us following the carrots. A good game made better will attract more people, not less.
On the other hand, a mediocre game w/ no ongoing additional content will die off, no matter how "FREE" it is. WTF cares if you are the world's best player of some game that no one cares about? Now, if you are a champion SC player, then everyone cares.
It's true, lot's of people won't pay on an ongoing basis. But some, maybe many, will...if the game is good enough.
So let me ask, do you want 100% of no money, or 50% of some money?
But SC and WC3 weren't/aren't pay to play models. Well, other than the expansions are really a lump sum subscription for a lump sum of content, then you are right. But that was before MMO's. That was before WoW. That was before Xbox live.
Games are not just games anymore.
They are hobbies. They are lifestyles. They are passions. And for the elite, if not Vitamin D deprived, they are a profession.
I hope SD does well, because I love the fact it is is my home state of Michigan, where I live. Same for GPD, because I like Demigod, it's a great strategy game. But I doubt you will get a huge player base and additional sales in the years going forward without alot more content and features added to the game. If you can't bankroll that now then you need cashflow and I'd suggest some form of subscription or micro-transaction model. If it's good enough, we will pay...guaranteed.
Let's say we take $4.95/mo and times that by 10,000 peeps.... That about $50,000 per month....
How much service can you provide with that?
Let's say you can get 100,000 people paying $14.95 a month (I don't know if you could that, but imagine if you could)... that's about $1,500,000 per month...
How much service can you provide with that?
Now let's talk Blizzard numbers....
$14.95 per month (actually I believe it's less in Asia because they have a different model over there) x 10,000,000 subs.... $150,000,000 per month....
How much could you with that? Could you imagine what that would feel like?
====
Back on earth it seems like a lot of game companies release a lot of shitty games from year to year. Maybe that's a way to make money I don't know.
So, the question I have is...do you want to release a bunch of mediocre games and hope people by your new titles....or do you want to focus on a few titles, make them well, and support them over the long haul?
====
Now as for a direct answer to your question: "How can we get your friends to buy the game".
1.) Make what you have work, flawlessly. No connection issues, no "ability bug", no bad AI. We can't promote a broken game.
2.) add all the clan features and team stuff
3.) add replays.
4.) add anything (tournaments come to mind) to promote the game as an "e sport" where people actually care about ranking and performing.
5.) make sure casuals aren't left out in the content cold or gangraped by premades. lot's of people just want to play other people their skill level.
6.) playable demo.
7.) playable tutorial.
8.) additional content added on a periodic basis that keeps us hanging on for the "next thing". think of yourself as a drug pusher...get us hooked and keep feeding us the good stuff on an ongoing basis to keep us hooked.
9.) fine tune game balance
10.) community support for mods, map editor, and ability for people to "create their own" demigods for custom games.
That's all I can think of right now...if you can't bankroll all that then figure out a way to sucker us diehards into paying for it.
Subscription model? Micro-transactions? Expansion model? Player-investor model (we pay to "own" a portion of the IP)? I don't know...something...