Nicely done again good man. Keep up the good work. [smile]
As for your Free Content Distribution Model, do you not think a highly restrictive demo economically unsound? I say this because one of the most successful Independent
Developers (have been around since 1992 or so) of RPGs has employed the 1/3rd free content offering to great success. I myself think the 1/3 model optimal because it offers enough content to allow the player to get into your game while stopping when things just begin to get interesting.
Perhaps I overstep my boundaries here, but I think relying on video demos insufficient for generating interest in a potential customer for the following reasons:
o People are impatient, videos are large. The larger the videos, the less of them will be downloaded.
o People are easily bored, unless your videos contain alot of bright colors, flashing lights and big bangs less people are likely to watch them through,
o Unless your game is of the type which will rely soley on visuals to sell, videos will not be sufficient to draw people in. The experience will be forgotten more easily since the gameplay is not being experienced through enough channels, not being felt first hand so to speak.
A demo consisting of 1/3 content offering or somewhere near that would be optimal me thinks. It allows the player to get into your game to the point that when you stop offering, the game has made enough of an impact and impression to motivate the potential customer to buy the game. Any less and you risk not having made enough of an impact (dp = F * dt), any more and you risk loosing the player as they become satisfied in what they were given. Just me 1 Pence. [smile]...