RE: demo vs complete game

Gareth Lewin <[email protected]> Wed, 20 Aug 2003 15:36:41 +0100
Newsgroups gmane.games.devel.design
Message-ID <495A161B83F7544AA943600A98833B530124DD60@mimas.fareham.climax.co.uk>
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:[email protected]]
> Sent: 20 August 2003 15:10
> To: [email protected]
> 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.
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> I would like to hear other ideas and to know which of those=20
> techniques are
> more effective in order to sell a game.
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> Thanks in advance,
>=20
> --
> Ignacio Casta=F1o
> [email protected]
>=20
>=20
>=20
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