Re: demo vs complete game

Brian Hook <[email protected]> Wed, 20 Aug 2003 11:04:42 -0400
Newsgroups gmane.games.devel.design
Message-ID <200382011442.679199@centrino>
> - 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




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