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Re: Business models
Keith Lucas wrote:
>
> > 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!
Good idea - the more they get hooked, the more they pay !
> >
> > > 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...
Maybe the levels could be real hard, or the game non-linear like a RTS
or RPG or something (so the current levels can be replayed many times).
Who knows - I think I'll just make em free.
Bye - Joel.
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