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Re: Business models
> Then there is:
>
> * Sell in-game advertising (an unexploited concept to date).
I used to work at Silicon Dreams developing soccer games. You think thoise
billboards are put there for effect?
> * Shareware (give the stuff away - plead with people to send you $$$)
I'm not a big fan of shareware (I don't trust people).
> * Crippleware (give away a crippled version - demand money for the
> useful version).
I'm not a bastard. (usually)
> * For networked games, give away the game and charge per-hour for time
> on the server.
At Silicon dreams, we were developing a micropayment based multiplayer
game...
> * Sell it to the distributors like RedHat and SuSE as a way to up the
> sales of their distro's.
Asking a friend at Netcraft to put me into contact with RedHat for that very
reason...
> * Give away the game, sell the cuddly toys and T-shirts.
Cute things suck.
> * Give away the game - get it on all the major Linux distro's, then
> sell the expansion packs once everyone is hooked.
I tend to think the other way round. If you give the expansion packs away
for free, it adds infinite longetivity to a title, which means people may be
willing to part with their hard earned cash for the core program.
> * Get a real job to pay the mortgage - do the game for fun and give it
> away.
No fun.
> * Give the game away for free - then after 3 hours play have it encrypt
> every file on the hard drive - demand $1000 to provide the decryption
> key! (OK - this may not be such a good idea)
Illegal in the UK.
> * Find a hardware vendor who needs a kick-ass demo to show off his new
> Linux product...charge him for your services.
Could do....
> * Write a cross-platform game - sell it to OS-X, BeOS, Windoze, BSD
> and Solaris users - give it away to us *nice* Linux people!
When I said I wasn't a bastard, I lied.
> Personally, I think the only solution to the 'commercial games under
> Linux' thing is to write in a cross-platform way and do a simultaneous
> release for (at least) Windoze and Linux versions. There are really
> no technological obstacles to doing that - providing you choose portable
> graphics and sound libraries at the outset. (OpenGL/OpenAL/SDL, etc)
Or have a good technical design for the progrom (I break the core componants
(audio, visual, input, AI, logic, frontend etc etc) into seperate,
well-defined classes so they can be recoded without breaking stuff. Porting
is a piece of piss, and it means I have fewer levels of abstraction).
Regarding the simultanieous release, that's not really a distrobution model,
is it?
Nurgle
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