Thread: RE: [GD-Design] demo vs complete game
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From: Gareth L. <GL...@cl...> - 2003-08-20 15:11:54
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The best (In my opinion ofcource) is not to cripple, and not to time, = and not too many "buy me" screens. You want to give them an enjoyable time, long enough to want more, but = not too long to feel they have gotten it all. Duke Nukem and Doom got the balance right, they each had (IIRC) 3 sections and the first was free. So if your game is level based, just limit the number of free levels = IMO > -----Original Message----- > From: Ignacio Casta=F1o [mailto:cas...@ya...] > Sent: 20 August 2003 15:10 > To: gam...@li... > Subject: [GD-Design] demo vs complete game >=20 >=20 > Hi, >=20 > I'm finishing a small game that I've been working on, that=20 > I'm planing to > sell online, and I'm wondering which should be the=20 > differences between the > demo and the registered game. For example here a few ideas: >=20 > - Offering new features: new levels, and new options (fullscreen, > highscores, etc). > - Displaying nag screens, and reminders. > - Limiting the play count. >=20 > I would like to hear other ideas and to know which of those=20 > techniques are > more effective in order to sell a game. >=20 > Thanks in advance, >=20 > -- > Ignacio Casta=F1o > cas...@ya... >=20 >=20 >=20 > ------------------------------------------------------- > This SF.net email is sponsored by Dice.com. > Did you know that Dice has over 25,000 tech jobs available today? = From > careers in IT to Engineering to Tech Sales, Dice has tech=20 > jobs from the > best hiring companies. http://www.dice.com/index.epl?rel_code=3D104 > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D556 >=20 |
From: Tom F. <to...@mu...> - 2003-08-20 15:14:56
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IMHO, let the user have one complete play through the demo before = giving them nag screens. If you nag them too early, they just get annoyed. If = they only play the demo once, they weren't going to buy the full game = anyway. But if they play the game a _second_ time... then it's worth telling them = about the cool things in the full version. Oh yeah, and don't give up the day job just yet - the uptake rate on = even the best games is horribly low. :-( *cough* need any beta-testers? *cough* :-) Tom Forsyth - Muckyfoot bloke and Microsoft MVP. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Ignacio Casta=F1o [mailto:cas...@ya...] > Sent: 20 August 2003 15:10 > To: gam...@li... > Subject: [GD-Design] demo vs complete game >=20 >=20 > Hi, >=20 > I'm finishing a small game that I've been working on, that=20 > I'm planing to > sell online, and I'm wondering which should be the=20 > differences between the > demo and the registered game. For example here a few ideas: >=20 > - Offering new features: new levels, and new options (fullscreen, > highscores, etc). > - Displaying nag screens, and reminders. > - Limiting the play count. >=20 > I would like to hear other ideas and to know which of those=20 > techniques are > more effective in order to sell a game. >=20 > Thanks in advance, >=20 > -- > Ignacio Casta=F1o > cas...@ya... |
From: Tom H. <to...@ve...> - 2003-08-20 22:10:45
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At 07:56 AM 8/20/2003, you wrote: >Oh yeah, and don't give up the day job just yet - the uptake rate on even >the best games is horribly low. :-( This is true for most games, and not quitting your day job is good advice. However, there are pure shareware companies (Popcap for example) pulling down enough revenue each year to be running ~20 person companies on it. Obviously this isn't easy, and the majority of shareware games out there make hundreds per month, a decent number make thousands, and very few makes tens of thousands ;) As for the original post, you should look at what the games from Popcap and GameHouse do to promote upsell as they're probably the most successful in this area and they're often working on this stuff to tweak it to get better results. Tom |
From: <cas...@ya...> - 2003-08-21 17:52:46
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Thanks for the advices! Tom Forsyth wrote: > *cough* need any beta-testers? *cough* :-) Yes of course! After writting 3d engines, I feel somewhat embarrased writting a puzzle game, but I wanted to try that out. I like the game I've done, but I don't really know if other people will like it. So any advices would be highly appreciated. The game should be finished around the next week, so I'll contact you privately if you are still interested. -- Ignacio Castaño cas...@ya... |
From: Tom F. <to...@mu...> - 2003-08-22 09:05:10
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Nah - whole different kettle of fish actually writing a game - any = game. Renderers seem like rocket-science, but they're really not. You have a = known problem and known tools and you solve that problem. Writing a game on = the other hand - you've got to somehow capture this thing called "fun" and = nail it to the monitor. Very tricky. We had a work-experience kid in here for a week a while ago. He = reckoned he was pretty cool - knew C++ really well, had written lots of assembly software 3D renderers and so on. Good coder. So I got him doing PacMan. = "And what shall I do for the rest of the week" he said. Bah - took him the = whole week to do a decent version. I was impressed that he did actually = finish it in a week, which shows that he's a good coder and all, but still... = games are hard! Of course now you can port your puzzle game to 3D and so on, and as = every publisher knows that will make it three times as fun! Right? :-) Tom Forsyth - Muckyfoot bloke and Microsoft MVP. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Ignacio Casta=F1o [mailto:cas...@ya...] > Sent: 21 August 2003 18:03 > To: gam...@li... > Subject: Re: [GD-Design] demo vs complete game >=20 >=20 >=20 > Thanks for the advices! >=20 >=20 > Tom Forsyth wrote: > > *cough* need any beta-testers? *cough* :-) >=20 > Yes of course! >=20 > After writting 3d engines, I feel somewhat embarrased=20 > writting a puzzle > game, but I wanted to try that out. I like the game I've=20 > done, but I don't > really know if other people will like it. So any advices=20 > would be highly > appreciated. The game should be finished around the next week, so = I'll > contact you privately if you are still interested. >=20 >=20 > -- > Ignacio Casta=F1o > cas...@ya... >=20 >=20 >=20 >=20 >=20 >=20 >=20 > ------------------------------------------------------- > This SF.net email is sponsored by: VM Ware > With VMware you can run multiple operating systems on a=20 > single machine. > WITHOUT REBOOTING! Mix Linux / Windows / Novell virtual machines > at the same time. Free trial click=20 > here:http://www.vmware.com/wl/offer/358/0 > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D556 >=20 |
From: George W. <ge...@ap...> - 2003-08-22 17:20:25
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On Wed, 20 Aug 2003 15:56:31 +0100, Tom Forsyth <to...@mu...> wrote: > Microsoft MVP Is this a required disclosure? Like "registered sex offender"? ;-) If so, just to be fair: George Warner - Macintosh bigot. ;-) -- Enjoy, George Warner, Schizophrenic Optimization Scientists Apple Developer Technical Support (DTS) |
From: <phi...@pl...> - 2003-08-25 18:14:11
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> On Wed, 20 Aug 2003 15:56:31 +0100, Tom Forsyth <to...@mu...> wrote: > > Microsoft MVP > Is this a required disclosure? Like "registered sex offender"? ;-) > If so, just to be fair: > George Warner - Macintosh bigot. ;-) Eurgh! I know you're just jesting, but can we please leave that one alone? I still have the scars... ;) Cheers, Phil (ex-PC and ex-Mac developer) |
From: Tom F. <to...@mu...> - 2003-08-22 17:28:59
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It just means that if people have problems with DirectX then I'm one possible point of call for support or bug reports. At the very least I can point them in the direction of Someone Who Knows. Oh yeah, and they send me free stuff, so I figure a mention in the .sig is fair trade. :-) Tom Forsyth - Muckyfoot bloke and Microsoft MVP. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: George Warner [mailto:ge...@ap...] > Sent: 22 August 2003 18:19 > To: gam...@li... > Cc: Tom Forsyth > Subject: RE: [GD-Design] demo vs complete game > > > On Wed, 20 Aug 2003 15:56:31 +0100, Tom Forsyth > <to...@mu...> wrote: > > Microsoft MVP > > Is this a required disclosure? Like "registered sex offender"? ;-) > > If so, just to be fair: > > George Warner - Macintosh bigot. ;-) > > -- > Enjoy, > George Warner, > Schizophrenic Optimization Scientists > Apple Developer Technical Support (DTS) > |