You guys have brought up something very IMPORTANT I've been meaning to get to...
Why would we want anyone to see the game before it's all patched up, dressed up, painted up and ready to be wheeled on stage?
After all, doesn't conventional business wisdom say to hide your product from too many prying eyes until it's ready? I mean, Apple wouldn't put out an i-product that's not ready for prime time would they? Can you imagine that, like one that had some half-***ed busted map app or something?
Is it just that it's business as usual in Alteil-land? Is that why were're trying to drum up traffic when the bridge is still out? (Hey, that's kind of a great analogy, it gets better the more you think about it -- doesn't help my cause at all, but it is great
Hmm, well... no. You see, conventional business wisdom says a lot of things that don't apply to small companies and startups -- and following conventional business wisdom can often sink said types of companies. It's pretty much agreed than in the world of internet business, you actually DO want people to start using your product, and right away, even if it's a sad excuse for a piece of software (the more you think about it, the more this explains a lot of software made in the past 10 years). Lots of studies have been done and long-term it always works better that way. People who see your product in its half-finished state sometimes become followers, who keep up on it as it progresses. These are the ones who see its potential, or maybe fall in love with the game but still find it incomplete. But lets say our example person doesn't. Lets say or example person is the guy or gal you assume, the one who tries it out, gets slapped in the face with its flaws, and leaves. That person is still 1000 times more likely to come back and try it again 2 years later when he hears about it again through the grapevine or sees an internet banner. And even if he DOESN'T come back, the reasons why he leaves -- if you can discover them -- give a really good prospective for the developer, because they are usually very different than the reasons why long term players leave (For example, I've have now heard "Because Kurina is like, naked, if my mom saw me playing this game she'd take away my computer" from 3 different people -- I totally would never have figured that would be an issue at this point. Thank you, desensitization).
I guess the point is... the cold call of the internet -- random exposure through web banners, mention on news sites, etc... have an INSANELY low chance of success. There is just too much out there. You probably don't even realize how many ads or game mentions you ignore every single day. 10? 100? more? Pretty much the only time they work is 1) pure luck or 2) it is combined with some kind of secondary familiarity. So having played the game before, or at least been to the site obviously provides that secondary level of familiarity. And the luck angle... Well, the RNG of getting users is worse than getting 5-stars of the lotto, but as with playing lotto, the way you get something good out of it is volume. Since the more the better, that means collecting eyeballs as soon as possible and as often as possible.
This may or may sound like a bunch of random chatter, but for those of you interested in making apps or starting your own business some day, this concept was pretty groundbreaking when people first started applying it to internet business.
"Scissors are overpowered. Rock is fine." -Paper