Sponge,
I agree with what you say about brand respect and shrinking customer bases if you release poor games.
BUT: If your game is GOOD - noone will complain even if they had to pay $24.95.
On the other side: If your game is NOT GOOD - having a demo will not help your sales either...
You're a sinking ship anyway.
I agree that some companies have taken this to an extreme level (the name MachineWorks springs to mind), but if you go through the reviews given for the example game I mentioned in my previous post - they are all very positive, and they all paid $24.95 for the game.
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Its not just about
"corporate cutthroat strategy". Its about finding a market strategy that will let you have a decent income and do this for a living.
I don't think you can really compare the PC games scene with the Pocket PC scene. PC users are often prepared to spend countless hours in front of their PC if they find a game they really enjoy. Pocket PC users might just be looking for some light entertainment they can use to show off their Pocket PC or play on the buss. They are not really prepared to spend countless hours in front of their Pocket PC, and as such, a Pocket PC demo might fullfill their need. Your Pocket PC game application demo might FULLFILL their need. Shouldn't you get paid then? I think you should.
I don't think its fair to charge them $24.95 to fullfill their need - but a small amount that reflects how they will use your game and the amount of time they are going to invest in it.
I have spoken with senior managers at Compaq who told me: "I have never paid for a Pocket PC game! The iPAQ is for business - besides, if I find a game that I really enjoy, I will just hard-reset to get a new trial period." That's abuse! This guy is abusing the consept of demos. And he is not the only one. I have spoken with dozen and dozen of Pocket PC users at tradeshow who share the same attitude.
Game developers should share some of the blame. I remember when I got my first iPAQ, the decent games where priced in the $29 - $45 range. For a Pocket PC game!!! I could not believe it! No way I would part with $45 for something that could not compare at all to my $39 PlayStation2 games!
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Anyway - my stragegy is to offer my next game at $6.99 while giving people premium content. I will offer them - not just a demo, but the FULL game - to check out and test for free. Just not on their Pocket PC. Its not perfect, I know. But those who really want to play it on their Pocket PC just have to skip a burger meal and hand over the $6.99. They will know what they get. Just like you can get a PERFECT demo running in your web browser before you shell out the $29 bucks asked for Tomb Raider.
I agree with you on brand awareness, too. My goal is that the next time around, I will sell my new game to every single one of those who bought my previous game, while gaining some new customers as well.