RE: demo vs complete game

Tom Forsyth <[email protected]> Wed, 20 Aug 2003 15:56:31 +0100
Newsgroups gmane.games.devel.design
Message-ID <F9CD80F99127D211BA2B00A0C9D855CD014F4952@LORDANDMASTER>
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:[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.
>=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
> [email protected]




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