[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: Business models
> Joel Utting wrote:
>
> > Use micro payments - charge per level, giving away the first few free ;
> > small initial download and then small individual level downloads - as
> > people pass the levels they have they buy and download the next few
> > levels (if they're still hooked).
>
> And if you are cruel, you can make the price go up exponentially as
> the levels get closer to the climactic ending!
>
> Bwahahahahahaha!
>
> > Would you rather pay $100 for a 40
> > level game, or $4 a level ? Keeps download size low to checkout the
> > initial product, and you don't get a bunch of levels you never play
> > because the game is crap. Also spreads your spending on a game out over
> > time. Also it means you only need to create a few more levels then the
> > highest anyone has gone so far !
>
> Yes - but you'd better hope you can produce them faster than people can
> solve them. Many games are quoted as having a 70 to 100 hour 'solution'
> time. Can you develop all the levels of a game in 100 hours? I didn't
> think so!
Why?
People quite happily wait until next week for the next installment of
a TV show...
---------------------------------------------------------------------
To unsubscribe, e-mail: linuxgames-unsubscribe@sunsite.dk
For additional commands, e-mail: linuxgames-help@sunsite.dk