RE: [GD-Design] demo vs complete game
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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... |