Carlos Camacho
2005.05.18, 11:47 PM
This thread is dedicated to shareware developers and how they can increase sales.
As I use various applications, I notice more and more of them let me know there is a new version available, and allow me to download the new version, or in some cases, this is done automatically. I started thinking about this the other day and wondered why don't we see more of this in shareware games in terms of content?
For example, your game has 10 levels. The player finishes all 10 levels, what do you usually display at that point? A big "Good Job!" type of message? Perhaps a message to remind them to check out your other games? To me, this is a great time to press them to purchase more content for their games. Content == new levels, weapons, textures, etc etc. But don't just tell them about what is available, why not make the whole process seamless? This way, the player selects additional content within the game, pays for it, and continues.
With the APIs of various payment gateways available, this is possible isn't it?
Are there any examples (on the Mac) of this type of in-game marketing?
As I use various applications, I notice more and more of them let me know there is a new version available, and allow me to download the new version, or in some cases, this is done automatically. I started thinking about this the other day and wondered why don't we see more of this in shareware games in terms of content?
For example, your game has 10 levels. The player finishes all 10 levels, what do you usually display at that point? A big "Good Job!" type of message? Perhaps a message to remind them to check out your other games? To me, this is a great time to press them to purchase more content for their games. Content == new levels, weapons, textures, etc etc. But don't just tell them about what is available, why not make the whole process seamless? This way, the player selects additional content within the game, pays for it, and continues.
With the APIs of various payment gateways available, this is possible isn't it?
Are there any examples (on the Mac) of this type of in-game marketing?