Re: [GD-Design] demo vs complete game
Brought to you by:
vexxed72
From: Brian H. <ho...@py...> - 2003-08-20 15:10:39
|
> - Offering new features: new levels, and new options (fullscreen, > highscores, etc) Additional content is always a good thing. I would be leery of making fullscreen a registered-only version, since it affects satisfaction of the demo version. Highscores are similar in that respect. > Displaying nag screens, and reminders Yes, but not to the degree such that the game is no longer enjoyable. Nag them when they're anxious but not actively trying to play the game, e.g. during startup, exit, highscores, in between levels, etc. > Limiting the play count. Yes. There is an art to this however -- set the count too low, and they may not get addicted to it enough. Set the count too high, and they may play it out and get bored before it kicks in. The general #s I've used are 10-20 sessions. Also, limit the number of games they can play during a session, e.g. 4 games and then it quits (with a nag screen). Many players will bypass the play count limit by never shutting down the game. > I would like to hear other ideas and to know which of those > techniques are more effective in order to sell a game. It depends on the type of game. Brian |