Well, I’ve been also considering further, even more Nazi plans for the “demo” in the future. There’s a big thread over on Dexterity at the moment which discusses this sticky point, which I’ve never really felt easy with:
99% of all the people who enter your online store are given a free game and sent home, never to return. That means 1% of everyone who visits are effectively paying for the 99% of people who get a free game out of visiting.
Imagine a supermarket where 99 out of a 100 people wandered in, ate free donuts and coffee, and then went home again. 1 in 100 customers comes in and buys a really expensive trolley’s worth of shopping. It wouldn’t stay in business very long, would it?
There are plans afoot to entirely remove the playable aspect of the demo altogether and concentrate on purely selling the game. There are probably several ways to do this but the way I think will be most successful is to make the demo just that - a demonstration. It sits there like an arcade game on “attract mode”, playing the game while you watch.
“New Game” is gone and replaced by “Buy Now”, which takes you to an in-game credit card form.
Sounds pretty sensible doesn’t it?
There are a few side-effects to this distribution method:
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The games are probably going to have to be cheaper to attract impulse buyers. They’ve got to feel like there really is very little to lose. I reckon $9.95 sounds like a nice easy expendable sum.
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Bang goes the 60-day money back guarantee. In a store they generally won’t give you your money back if you’ve opened the shrinkwrap, installed the game and then take it back a month later. 7 days is a more realistic sort of term.
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You’ve just downloaded an 11mb demo, and it’s even made you get an 8mb GL driver. Then it dangles its delights in front of your face but won’t let you play unless you “insert coin”. Far more compelling than playing for an hour and then deciding to go find another free game to play, eh?
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People who pay up front for an experience tend to be considerably more determined to enjoy it and persevere until they do enjoy it, quite often.
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Our next game will have all the credit card details already stashed in the registry. I can implement an Instant Buy feature with a password which does everything in one click. Nice! Impulse buying just got a whole lot easier.
Unfortunately it’s not so easy turning AF into a playback/recording thing so this will have to wait but I might try it first on Invasion of the Jellies.
And of course if profits* plummet I’ll have to just go back to the traditional crippleware model.
Cas
- such as they are