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| How to Get More Sales for Less Work |
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![]() Michael Tanczos Staff Member since: The dawn of time
From: Walnutport, PA, United States |
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| Excellent article. I think that this really applies to developers of any kind of software. I don't develop games specifically, but I've been tinkering with the idea of standalone products that can integrate seamlessly. Where the features of one product can be accessed by another product.. To give you an example in the realm of game development. Suppose you were to make an RPG that consisted of different "realms" or "worlds". Organize your distributions in such a manner that when a user has purchased additional realms from you, the overall playing area in the regular game increases. But at the same time, however, each world could be a standalone game. --- Michael Tanczos |
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![]() Shannon Barber Moderator Member since: 6/23/2000 From: Westland, MI, United States |
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| I found it somewhat nauseating… Don’t you at all feel like you’re abusing the fans of your game by slapping something together in a week and selling it for 25% of the original product? When an add-on is released for a game I like I am inclined to go buy it and play it. But if you release junk add-ons, I won’t ever buy another add-on for the game again, and are less inclined to buy a game created by the same people. I can’t help but think Roller Coaster Tycoon… ... Michael Tanczos wrote quote: Sounds like EverQuest; the first Add-In was free due to a distribution failure, and the second one was $20. I feel that it is a disservice to a 300,000 member player body that pays monthly fees to charge for additional areas of play which were needed due to overcrowding in the game. I'm not against add-ons, but you might want to consider the negative aspects of a 'make a quick buck today' philosophy. |
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![]() Michael Tanczos Staff Member since: The dawn of time
From: Walnutport, PA, United States |
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| I think from a business aspect though, game developers do need to make money. Their resources are limited, so making new games over and over is reinventing the wheel. If people have interest in the product, then they'll want the expansion packs.. most definitely. As far as ripping off the gamers, I don't think that's the case. Especially for a $20 add-on, or something even cheaper. Indie developers especially need to make good use of their current product releases.. Games currently have such short life spans as it is, why would an indie developer not want to market their game to it's fullest potential? --- Michael Tanczos |
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![]() BitBlt Member since: 3/4/2000 From: New York, NY, United States |
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| Add-ons are definitely a good thing. I think Command and Conquer did a good job with add-ons, especially with the latest Tiberian Sun and Firestorm. I don't think that something that's a major part of the fun of a game should be made an add-on (i.e. multiplayer). But you read the box before you buy it hopefully and what it says is what you get, so the developer has the right to make expansions and sell them at their leisure. "We are the music makers, and we are the dreamers of the dreams." - Willy Wonka |
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![]() Ironblayde Member since: 4/13/2000 From: Miyaron, Altea |
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| I liked the article, even though I should probably come up with a product before I start thinking about add-ons, hehe. Anyway, it all sounds like a good idea as long as the developer doesn't get carried away with adding more and more to a program just for the sake of releasing something. SO many programs out there are completely loaded down with "features" that are utterly useless. Just as long as you don't fall into that trap, add-ons are great. -Ironblayde Aeon Software ![]() |
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