PROGRAM JOURNALISM: MARKETING COMPUTER SOFT WARE
(Page 3 of 5)
STARTING OUT . . .
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As you can see, then, a market for freelancers does exist.
But don't be blinded quite yet by dreams of huge dollar
signs flashing on and off in computer-graphic color! Before
you can be a success at this freelancing business, you've
got to put in some learning time. First off, obviously, you
must have access to a home computer, and your best bet is
to go ahead and buy one if you can afford to. (See the
price information at the end of this article.)
But that's only the beginning. Don't assume that you'll be
able to sit down with the instruction book and "talk" to
your new machine immediately. Far from it! The sort of
knowledge required to operate a microcomputer is best
learned through handson experience, gained under the
guidance of a qualified instructor. So find a competent
friend to help . . . or enroll in a course, either at the
store where you purchased your hardware or at a local
college. The few extra dollars that it'll cost you to learn
proper and effective programming will be more than paid
back (in avoided frustration, at the very least) over the
long haul.
MAXIMUM MARKETING
Once you've learned to communicate with your computer, and
after you've run off several practice programs, you can
decide just what sort of software you want to create for
sale. Current programs are generally classified according
to five categories: personal and home . . . games . . .
educational . . . business . . . and graphics. In the
beginning, at least, it's best to select an area that
you're fairly familiar with, and then research the market
before you actually set to work. (After all, there's no
point in creating a program that duplicates one already
available.)
When choosing a subject area, though, you might want to
keep in mind that thousands of video games are born every
day, and—unless you're ready to buck some stiff
competition—you're likely better off working up
something other than games . . . a good practical home
budget program, for instance. (Surprisingly enough, there's
still a dearth of this type of software.)
THINK COMPUTERESE!
Since a program is simply a detailed set of instructions
that tell a computer what to do, you must be extremely
careful—when writing one—to document every step
of the instructions . . . in a manual for the potential
computerite, and in either cassette tape or floppy disk
form for the "micromind" it self. Don't skip from Point A
to Point C under the assumption that Point B is too obvious
to mention . . . it may not be equally clear to someone
else. You can be sure that many of your potential customers
will be less proficient than you . . . and the simple
omission of a single procedure could make your entire
program inoperable in the hands of a beginner.
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