scratchware manifesto
http://money.cnn.com/2003/06/18/commentary/game_over/column_gaming/index.htm
Scratchware isn''t feasible except as an extension of the existing models.
But on another track: I reckon that the only reason why shareware has such low take-up is because of the amount of time, hassle and deliberation required to make the purchase. First you download the demo, and if you like it you have to go back on line, track down the site, enter your details and then have to download the full version / fumble about with a registration key. It''s a complete pain in the ass. And to make matters worse, often there''s enough fun to be had by playing the demo that registering it doesn''t have the required pay-off, or the demo doesn''t have enough in it to inspire you to register in the first place (even though the full game would be brilliant).
If there was a really easy mechanism for purchasing the full products, I would say that the money flow would increase dramatically.
I think that what would work pretty well is a gaming service that works like this:
1) Once you sign up for the service, you commit yourself to spending a small amount every month (perhaps $ 50.00... the cost of a full price game). You can for sure buy full-price games from the service. However, you get slight discounts so you end up with more and more credit over time.
2) You can also download the usual suspects - all the shareware game demos that you can eat for free.
3) The shareware games have a payment module built into them that allows you to unlock levels from within the game. The games would connect to the game service, deduct the amounts from your balance and away you go.
The ability to buy full-price games (probably at a discount) attracts customers. Your residual account balance inspires customers to go on impulse buying sprees. The simplicity with which they can unlock the full game/levels/campaigns of shareware titles makes it really easy.
Anyhow, that''s my 2c.
But on another track: I reckon that the only reason why shareware has such low take-up is because of the amount of time, hassle and deliberation required to make the purchase. First you download the demo, and if you like it you have to go back on line, track down the site, enter your details and then have to download the full version / fumble about with a registration key. It''s a complete pain in the ass. And to make matters worse, often there''s enough fun to be had by playing the demo that registering it doesn''t have the required pay-off, or the demo doesn''t have enough in it to inspire you to register in the first place (even though the full game would be brilliant).
If there was a really easy mechanism for purchasing the full products, I would say that the money flow would increase dramatically.
I think that what would work pretty well is a gaming service that works like this:
1) Once you sign up for the service, you commit yourself to spending a small amount every month (perhaps $ 50.00... the cost of a full price game). You can for sure buy full-price games from the service. However, you get slight discounts so you end up with more and more credit over time.
2) You can also download the usual suspects - all the shareware game demos that you can eat for free.
3) The shareware games have a payment module built into them that allows you to unlock levels from within the game. The games would connect to the game service, deduct the amounts from your balance and away you go.
The ability to buy full-price games (probably at a discount) attracts customers. Your residual account balance inspires customers to go on impulse buying sprees. The simplicity with which they can unlock the full game/levels/campaigns of shareware titles makes it really easy.
Anyhow, that''s my 2c.
Always prey on the weak, the timid and the stupid. Otherwise you'll just get your butt kicked
For a tortoise, this is extremely hard to do, but when you get it right... the expression on their faces ...
For a tortoise, this is extremely hard to do, but when you get it right... the expression on their faces ...
quote: Original post by SoaringTortoiseI bought a shareware game year before last. Didn''t need to fire up the browser, all the authentication and forms were activated from right in the game - and the download/unlock was automatic. I was playing the full version within 3 minutes.
If there was a really easy mechanism for purchasing the full products, I would say that the money flow would increase dramatically.
That''s what I''m talking about! How many really make it that easy?
Always prey on the weak, the timid and the stupid. Otherwise you'll just get your butt kicked
For a tortoise, this is extremely hard to do, but when you get it right... the expression on their faces ...
For a tortoise, this is extremely hard to do, but when you get it right... the expression on their faces ...
June 19, 2003 08:24 PM
http://www.gamedev.net/reference/articles/article1950.asp
here is a good article!
Ketch.
here is a good article!
Ketch.
I don''t think the "scratchware" concept is meant to offer any definite method of achieving its goals. What it does do is offer a vision of an idealized industry. How we get there is up to us.
Shareware seems like the obvious method, and more and more it seems like the shareware system is turning into a viable solution for developers, not just because of technology advancements allowing for easy payment and unlocking mechanisms, but also because our market keeps getting bigger. We''re getting bigger than movies, remember! And our media definitely has the potential for a more even playing field than movies(though at this point in time it isn''t really well-realized). I think we''ll see some great developments in the market in the next five or so years. That''ll be about the time when I start really getting into the business instead of sitting around going through school and building up skills and a portfolio.
Shareware seems like the obvious method, and more and more it seems like the shareware system is turning into a viable solution for developers, not just because of technology advancements allowing for easy payment and unlocking mechanisms, but also because our market keeps getting bigger. We''re getting bigger than movies, remember! And our media definitely has the potential for a more even playing field than movies(though at this point in time it isn''t really well-realized). I think we''ll see some great developments in the market in the next five or so years. That''ll be about the time when I start really getting into the business instead of sitting around going through school and building up skills and a portfolio.
quote: Original post by Oluseyi
I bought a shareware game year before last. Didn''t need to fire up the browser, all the authentication and forms were activated from right in the game - and the download/unlock was automatic. I was playing the full version within 3 minutes.
What game was that? I''d like to have a look at how it handles registration.
I hear Crimsonland is doing that but I didn''t see it myself. I think eSellerate offers developers this kind of service.
(the same article as my last anon post)
http://www.gamedev.net/reference/articles/article1950.asp
This article highlights differences between "amateur" and "professional" shareware developers, both in the methodology and the mindset.
This professionalism would seem to be important, and doesn''t seem to be alluded to by the idealistic "manifesto".
http://www.gamedev.net/reference/articles/article1950.asp
This article highlights differences between "amateur" and "professional" shareware developers, both in the methodology and the mindset.
This professionalism would seem to be important, and doesn''t seem to be alluded to by the idealistic "manifesto".
This topic is closed to new replies.
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