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 |