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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...

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