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Xing-International

 

Xing Interactive are not the biggest or even the best publishers on the market, but within our ability we strive to maximise sales results on the products we decide to publish. We believe in giving new talent a chance to take a shot at getting their product out in the retail market and to build a name in the industry this way. You get 100% of our attention when we publish your product and you can count on us to promote and market it to the best of our abilities.

Our Sales Channels

We have the ability to sell our products into all of the mass market retail stores but much depends on the quality and commercial appeal of a title. Imagine hundreds of publishers wanting to get their title into Wal-mart stores and paying good money to get the in-store promotions in place. Now Wal-mart have a lot of shelf space, but it?s not infinite. So the category buyers need to select what gets in and what will be rejected. In this effect no publisher can guarantee you placement in stores like CompUSA, Wal-mart or Best Buy unless they own so called "real estate" in these stores. That?s another word for owning a rack or display unit in which you can theoretically place anything you like. This costs a fortune in marketing development funds you pay to the retailers and even then the buyer can veto any product placement decision you make... Fortunately it?s not all a matter of luck, money and favours. We have retailers who will give any title a fair chance and we can supply them with anything new we publish. Our ability to do this is limited to the United Kingdom, Netherlands, Belgium, Luxembourg, Greece, Cyprus, Romania, Qatar, Saudi Arabia and the United Arab Emirates as well as a few smaller accounts in North America. So in practical terms we can still sell a title nobody really wants. How many publishers can say that?

The type of content we are looking for

Market realities have forced us to look towards other types of product besides the family friendly content we concentrated on initially. Anything which can still be described as "harmless fun" is accepted. We do not condone racism or any political statements. We emphasise that video games are just that: "games". Games are meant to be fun and relax the mind to some extent. We hope you keep this in mind when submitting games to us. Any product submissions can be sent to:

Xing Interactive, Inc.
Attn: Product Submissions
Leemveld 158
9407 GE Assen
The Netherlands

Please include a covering letter explaining the unique selling points of the product and something about the game concept in general. This saves time in the evaluation process.

Developer and publisher relationship

Although we realise that you are proud of what you created and that you?re eager to start earning royalties on units sold we?d like to emphasise that the hardest part of the entire process is actually publishing your title. With this statement we do not try to diminish your achievement, but fact is that getting your product to retail is a tedious and time consuming task. Patience is a virtue and without it you are bound for a bumpy ride... We have a number of things working against us when we publish a title.

1) The time of year. There are really only 4 months in a year you can rack up the sales. September, October, January, February. If your timing is off then you end up getting caught in a pre-Christmas frenzy or a pre-Summer lull. In Summer nobody wants to buy software. When the weather improves sales deteriorate. So the last thing publishers do is release new titles. Christmas is packed and September and October are the months you need to get things ready for the holiday season. Miss that and your sales will suffer.
2) Retail acceptance. Nobody likes the product and it?s put on the back burner for a while to wait for more favourable times. We usually end up doing a small production run for our regular retail customers to test the market.
3) Logistical problems. In order to sell unknown games you need a great box. Without decent packaging the appeal of an already not-so-great product goes down the drain fast. Getting the materials to us in a workeable format is more difficult then you might imagine. And if the master CD for the game isn?t error free either then you?re looking at big delays.

Last but not least we are trying to give everyone sufficient feedback on what the status of the process is but with a million things to do in a day it?s sometimes difficult to reply right away. Again patience and a friendly reminder are the keys to a good relationship.
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