A Mac OS X Programmer’s Manifesto

Develop Different

The world we live in is constantly changing, and old adages like, “You have to get bigger to survive,” are beginning to ring hollow. If you want bloated, buggy, over-promised, under-delivered software, then Big is Beautiful. If the best the free market can do is produce yet another insecure Windows, then it’s time to rediscover what free means. The tenets of capitalism and the free market — the promise that competition creates the most value for society — have been challenged with monopolies and mediocre software.

A Great Platform

Macintosh developers are lucky to live in a rarefied environment — our users have well-integrated high-powered hardware which simplifies the developer’s job. More importantly, Mac users tend to be the creatives that shape our society. Mac users love their Macs, but yet it’s uncommon to see the same emotion coming from a WINTEL user. Our market may be small in relative terms, but 30 million times whatever you charge for your software is not too shabby! Our users are loyal and demanding — two key ingredients to keeping the psychic juices flowing so that software development continues and does not stagnate. We’re at a threshold where the Mach kernel and FreeBSD provide a rock-solid operating system to replace that tower of Babel that the original Mac OS has become. Therefore, it’s time to reevaluate the process of software development for this new operating system and a world where our users are connected to the net at decent bandwidths.

Small Is Beautiful

I received my BA in Architecture and Urban Planning in the 70’s, when a new movement was arising to combat the soul dead boxy “International” style which was blighting our city skylines at the time. As E.F. Shumacher so aptly put, “Small is beautiful”. This applies to small teams of engineers who make killer applications as well as architectural planners. It was the book ‘The Mythical Man-Month’ by Frederick P. Brooks, Jr. that first concluded that the more people you throw at a software project, the longer it will take to finish, including reaching a threshold whereby it will never be finished. Any project should have exactly one principal architect—consensus is critical in many situations, but “too many cooks quickly spoil the broth” in software engineering. Of course, software can never have too many beta testers nor too large a diversity of users across age, culture and education.

The Stone Design Way

Even though I’m the CEO of Stone Design, I am passionate about perfection and coding. I wrote and continue writing the bulk of the seven applications we have ready for Mac OS X. Another important point from The Mythical Man Month is the much touted lie that “software is set in stone”. Nothing could be farther from the truth! Software is a living, practically breathing, entity that is trivial to change, bug fix or improve by adding features. The only thing that is set in stone are attitudes from the Industrial Revolution! Yes, there have to be software freezes or there will never be releases, but I believe the day of hard goods (shrink-wrap boxes and CD’s) is almost gone. And good riddance! Stone Design has all our software available via download, although we have CD’s if a user is willing to pay an extra $19. Because of the rapid dissemination of broad bandwidth services such as cable modems, DSL and FTTH among the digital cognoscenti Mac public, multi-megabyte files only take a few moments to download. When you produce thousands of CD’s in environmentally abusive packaging, and a bad bug is discovered, you have two unpleasant choices—trash that inventory for a loss or worse, pawn off the software to your users as perfectly good. Why not avoid these miseries and provide your users with the latest, as good as possible, releases via the internet? The cost savings can be passed onto your users and you are doing your part in protecting the planet’s precious resources.

Big is Slow

As there become fewer and fewer gargantuan corporations controlling each industry through mergers and acquisitions, a new phenomenon is evolving: these large and inertia ridden goliaths are suffering from overdoses of chutzpah and the inability to quickly meet changing market needs. Like dinosaurs, the bigness was useful, but its usefulness may be over. Small software companies can run circles around large companies, and this deftness is our core advantage.

The Manifesto

It’s usually hard not to think of Karl Marx or the unabomber when the word “Manifesto” is bandied about. And perhaps it’s fitting to use this term when talking about capitalism creating monopolies and killer applications! Here’s a condensation of my philosophy on the right way to create and provide software.

1. Software is a process not a product

Software is living—it’s never finished and, like humans, it’s never perfect.

2. Help save the environment by publishing electronically

By providing online help that can be printed by the end user, you minimize the impact your company has on the environment.

3. Provide free upgrades for all minor versions

Don’t “feed” off of your early adopters, but instead, reward them with freebies.

4. Publish new minor versions when crashers or other anomalies are found…

It’s better if you acknowledge your mistakes than letting the press do it for you!

5. …But, don’t publish new versions so often that users get annoyed

An often heard complaint is that users don’t want to have to upgrade too often.

6. Solicit and incorporate user suggestions

With Mac OS X, it’s easy to build in a suggestion box to get online bug reports and suggestions. (See Help>Suggestion..)

7. Provide the software as inexpensively as possible

By offering your wares cheaply, you reduce pirating and open access to more users. Consider educational and nonprofit discounts.

8. Rely on software quality, not expensive ad campaigns, to gain new users

Although entrenched companies can throw the big bucks at advertising, it is not an option for the smaller independent software houses. Instead, guerrilla marketing, word of mouth, and schmoozing are your tools.

9. Hire artists for your icons and ads, hire technical writers for your manuals

The classic mistake is to let the programmer write the manual. Iconic artwork is what your users see, and even if your software is powerful and correct, cheesy icons will hurt you. Follow the carefully described Apple Human Interface Guidelines. [Editor’s Note: See User Experience Documentation on Apple’s site.]

10. Love what you write: software reveals your attitude

Perhaps more than anything else, it is the care and craftsmanship that you invest into the design and architecture of your software that will give the user the best experience.

Do As Ye Will—Harm Ye None

The ancients understood something very fundamental about human nature, which is that our will to sovereignty is tantamount to personal happiness. By following the second half of this dictate, you respect the will of others to also be sovereign. Is it possible to be ethical in a world which repeats the tired pseudo mantra “dog eat dog”? For one thing, dogs don’t actually eat other dogs. If the only way you can survive is to destroy others, you should remember that if you live by the sword you die by the sword! Success should be measured less in economic terms, and more in terms of sustainability and the creation of a world you want to live in. Sound iconoclastic? The pendulum has swung, and the era of the small independent software house has returned.

Bio: Andrew Stone, is chief crystal gazer at Stone Design and has been coding in Cocoa as an independent software developer for over 13 years.

Mac Author Mark Szymczyk

Can you tell us about the publisher?

Prima Publishing1 will be publishing the book. It will be part of their upcoming game programming series, which you can see at their web site. My book, ‘Mac Game Programming’, has not been listed yet since it is still in its early stages of writing.

If possible, could you list the table of contents so our readers can have a glimpse at the areas that you will cover?

Here is my tentative table of contents:

  • Introduction
  • Using CodeWarrior
  • C++ for C Programmers
  • Introduction to Graphics
  • Scrolling Backgrounds
  • Animation
  • InputSprocket
  • HID Manager
  • Reading the Keyboard and Mouse
  • Sound
  • Physics
  • Low Level AI
  • Pathfinding
  • High Level AI
  • Networking
  • DrawSprocket
  • Files and Resources
  • Putting It All Together
  • Interaction Between the Game’s Classes
  • Optimization
  • Programming Tips

There will also be an Appendix at the back that covers:

  • Installing Game Sprockets
  • Books to Read
  • Magazines to Subscribe to
  • Useful Web Sites
What game genres do you expect this book to cover?

I am making an action game in the book but I am writing the book so the reader can make many types of games. After reading the book, it should be possible to write action, strategy, role-playing, board and puzzle games.

How will you go about explaining the basics of game programming to those new to this area?

I will explain the basics of game programming by writing a complete game. The game will be a 2D action game featuring cooperative network play so I can show off the artificial intelligence techniques I cover in the book. Each chapter will add a piece of the puzzle until I end up with a finished game. This way, the reader does not have to wait until the end of the book to see what has been achieved. Each chapter program builds upon the previous one.

Here is the progression:

  • Program 1 — Draw a picture on the screen
  • Program 2 — Scroll the background
  • Program 3 — Add an animated character
  • Program 4 — Let the user move the character around the screen
  • Program 5 — Add sound
  • Program 6 — Add physics
  • Program 7 — Add enemies to demonstrate AI
  • Program 8 — Add networking
  • Program 9 — Add monitor resolution switching
  • Program 10 — Finished game
What language will you use in the book?

I am going to use C++ in the book. I am only using a portion of C++‘s features and the inclusion of a C++ chapter will mean that C programmers should be able to follow the code fairly easily.

Will the book target any specific IDE and if so, which one?

I hope to include CodeWarrior Lite with the book but the code will work with any Mac C++ compiler.

Which Mac API foundation will you primarily focus on: Classic, Carbon or Cocoa?

I will discuss the Macintosh toolbox (Classic), Carbon, and Cocoa in the introduction but I am going to use Carbon for most of the book. By using Carbon anybody with Mac OS 8, 9 or X will be able to use the code and I want the greatest number of people to benefit from the book. There are two places where I will not be able to use Carbon: joystick support and monitor resolution switching. For joystick support, I have chapters on both InputSprocket and the HID Manager. For monitor resolution switching, I use DrawSprocket which runs on Mac OS 8/9/X, but technically is not part of Carbon.

Will OpenGL be discussed at all?

Here is where I may disappoint some people. I am not going to be using OpenGL in the book. When I was writing my proposal I made a wish list of topics which included 3D graphics, networking, artificial intelligence, joystick support, physics and audio. As I went into more detail about what I wanted to cover in 3D graphics, I realized that 3D graphics would take up virtually the entire book. I had a choice: focus on 3D graphics and barely cover the other topics, or 2D graphics with more in-depth discussion of the other topics.

I chose to go with the latter and provide greater detail in the “core” gaming areas. It was a tough choice but I figured that there were more books on the market covering OpenGL and 3D graphics than books covering Macintosh sound, multi-platform networking, artificial intelligence and physics.

What kind of machine will be required to compile and execute the code in the book?

My target for the book is any machine which can run Carbon programs—PowerPC Mac running Mac OS 8.1 and higher. To meet this target, I do not require hardware acceleration but I do show how to take advantage of it.

Do you think there is still a market for older machines (e.g. 68K Macs and Nubus PPC)?

It depends on your perspective. As a game player who has a pre-G3 system, I find my game choices to be slim. I am limited to shareware games and games made in 1998 or earlier. For 68k Mac owners it is even worse. I understand that cutting-edge games require steep hardware requirements but some games are ridiculous. I read a review of Monopoly in the latest issue of Mac Addict. Monopoly requires a G3 225MHz processor or better, 64MB RAM and 240MB of hard disc space. Those are some pretty steep system requirements for a board game!

What is bad for the game player is an opportunity for the game developer. If any of you are writing a game, make it playable on as many machines as possible. Why limit the number of people who can enjoy your game? There are people with older machines that do not have one to three thousand dollars to buy a new computer but do have money to buy games. It is possible to write outstanding games that run on 68K machines. Civilization 2 and the Marathon series of games run on 68K Macs. I bet it is possible to make a version of Monopoly that runs on 68K Macs. There are older versions of Game Sprockets available that support 68K machines. You can use them to write multi-player, full screen games with joystick support.

What advanced topics will you discuss?

It depends on what you define as advanced but I do cover A.I.(Artificial Intelligence), networking and physics in the book. Each of these subjects could be classified as “advanced.”

Will you discuss porting to and from other platforms?

I do not plan on covering the porting of Windows games to the Macintosh. However, my code will be written to make it as easy as possible to convert to other platforms should you want to.

Will you cover Simple DirectMedia Layer (SDL) and support for Apple’s software OpenGL rendering?

I do not plan to cover SDL or OpenGL software rendering in the book.

Have you contacted Apple Developer Relations with regard to their upcoming technologies so that you can make the book as up-to-date as possible when published?

I have not contacted them yet but I will have to soon as I need to get some information on the HID Manager.

Will the book include a CD-ROM?

Yes. The CD will include the source code from the book. In addition, I want the CD to include a “Lite” version of CodeWarrior, Apple SDKs like GameSprockets and OpenGL, demos of development tools and some shareware games. Obviously, what will actually end up on the CD will depend on whether or not I am able to get licenses to include them though.

Is there any time-frame for when the book will be published?

If everything goes smoothly, I will finish writing the book in September. I do not know how long it will take to print and publish but it should be available in the fall.

Bio

Mark Szymczyk has written several articles for iDevGames. Currently, he is writing a book on Mac game programming for Prima Publishing while finishing up his first game for Black Apple Software, his Mac game development company.

1 Prima Publshing is now owned by Thomson Learning.

mac,author,programming,szymczyk

uDevGames 2002 Prizes Energizing Original Mac Game Development

FOR IMMEDIATE RELEASE:

CONTACT:
Carlos Camacho
iDevGames.com
+81-087-869-7357
http://www.idevgames.com

uDevGame 2002 Prizes Energizing Original Mac Game Development

Takamatsu City, Japan — August 27, 2002 — iDevGames is proud to announce the addition of two new official sponsors of uDevGames 2002 — The Macintosh Game Programming Contest. Tribeworks (http://www.tribeworks.com), the developers of iShell — the powerful multimedia authoring tool, and E-on Software (http://www.e-onsoftware.com), creators of the award winning natural scenery tool, Vue d’Espirit. Their generous support has now increased the total prize pool to over $11,900. The uDevGames 2002 Contest was started on August 19, 2002, and will continue until November 17, 2002. More information about the competition and how to enter can be found at uDevGames 2002 Contest official website: http://www.udevgames.com.

“Tribeworks is excited to be a cosponsor of the uDevGames 2002 Contest,” said Jon Ward, Manager of Membership Services. “We’ve always enjoyed a great relationship with the Mac community as a whole, and specifically with multimedia professionals. Our release of iShell 3 this summer will show our commitment to Mac Users and those who have migrated to Mac O SX. For users already happy with OSX, we’re sure they’ll be pleasantly shocked with iShell’s capabilities and performance in this great new operating system. iShell and Mac offer people the best solutions for creative freedom and deployment.”

In related news, Premier Press Books, publisher of the hit book ‘Mac Game Programming’, has offered five copies of ‘OpenGL Game Programming’, in addition to their previously donated prizes; ‘Mac Game Programming’, ‘Game Design: The Art & Business of Creating Games,’ and ‘Swords & Circuitry: A Designer’s Guide to Computer Role-Playing.’

“The value and quality of the prizes offered for uDevGames 2002 has made a major impact on Macintosh game development. Since August 27, we currently have 31 developers participating in the contest, with more signing up each day. This is not only a boom for Mac game players, but Macintosh developers as the code to the entries will be released to the community at the end of the contest” said Carlos Camacho, Editor-in-Chief of iDevGames.

Sponsors for uDevGames 2002 Contest include: Ambrosia Software, Inc., Bare Bones Software, Big Nerd Ranch, Inc., CH Products, Codenautics, EGISYS AG (Curious Labs), Electric Image, E-On Software, EOVIA Corporation, ExpressionTools, Inc., Freeverse Software, GarageGames, Harman Multimedia, Layout Center, McWare USA Corp., Metrowerks Corp., midnite.liteman, The Omni Group, Pixologic, Inc., Premier Press, Quadmation, Incorporated., REAL Software, REALbasicDeveloper Magazine, Stone Design, STAZ Software, Strata Software, TNT Software, Tribeworks

About Tribeworks

Tribeworks provides next-generation tools for creating and delivering multimedia applications. Our multimedia authoring tool iShell, which was introduced in January 1999, is a cross-platform software product that allows developers to create multimedia applications in a variety of categories, including sales, and business presentations, informational/catalog titles, training courses, and modules for corporations and/or educational institutions, games, learning aids, Enhanced CDs (audio CDs that also have videos and other visual digital content on the disk), video yearbooks, recruitment presentations, and more.

About E-on Software
Founded in 1997, e-on software was established to develop and promote the highest quality graphics tools with professional strength features. Established by graphics enthusiasts for graphics enthusiasts, E-on Software translates its passion for art into tools for the graphics community. E-on Software has offices in Beaverton, Oregon USA and Paris, France. The company has achieved worldwide reputation for its award winning 3D scenery generator Vue d’Esprit.

About iDevGames.com
Established in 1998, iDevGames’ mission is to educate, support, and enhance the Macintosh Game Developer community. We also hope to facilitate the exchange between developers and designers so that the Macintosh game market can expand and improve. iDevGames features articles, the latest industry news, tutorials, an active forum, downloads, and much more for Macintosh Game Developers.

  1. # #

Director 8.5 Shockwave Studio by Macromedia

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Director 8.5 Studio

director02.gif

3D Support

Overview

Macromedia Director’s original purpose was to be the foremost interactive animation and multimedia-authoring tool. Over the years, and through many updates it has emerged as one of the most popular tools for Web and multimedia developers, covering just about any field from interactive presentation to advertisement. Using the Shockwave movie format, Director is able to provide interactive content for any Shockwave-enabled web browser. Part of what makes Director easy to use is the movie metaphor at the core of its structure. The main new features brought with version 8.5 are contained within the 3D Extra which brings full 3D functionality to Director. We will examine what these new features mean for game developers.

Installation

Macromedia Director 8.5 Studio for the Mac works only in Mac OS 9 or in Classic on Mac OS X. If you intend to use Director in Classic, however, I recommend starting up Classic before opening Director. The whole of Director 8.5, including the Havok Xtra and the Shockwave Multi-user Server 3, takes 65 MB of disc space and is quickly installed. Fireworks 4 and Bias Peak LE (audio editor) are also included with Studio. If you don’t already have the Shockwave plug-in you can install that as well; it is needed for browser playback of Shockwave movies. A tryout version of Director is also available from Macromedia’s website for those who are considering the purchase.

The Movie Metaphor

Because of its roots as an animation program, Director’s authoring principles are organized around concepts taken from both the theatre and cinema. A project thus becomes a movie; graphic and audio assets become cast members that will be performing on the stage, which can be thought of as the main window. When the various cast members appear on stage, their behavior is entirely dependent on the score they follow. No movie would be complete without a script, which in Director is written in Lingo and works in conjunction with the score to define the various behaviors of every media element included on stage. This metaphor is both good and bad for various reasons; it can be confusing for newcomers why we call the project a movie when it can contain QuickTime movies, or other Director movies. A metaphor is good as long as it works, however, and we have the luxury of not having to worry about those anachronisms since they have no real impact.

New Features

director03.gif

Internal Cast

The largest improvement in Director 8.5 Studio is the addition of 3D cast members and 3D functionality in Lingo. One can access the Shockwave 3D window to have a look at the current 3D world depicted by a 3D cast member, and navigate the model(s) through the main camera. One member can have multiple models, multiple cameras, and multiple lights. However if you want to make any changes to the 3D world, you’ll have to go through Lingo. In order to use 3D models in Director, you need to import a .w3D format file—Director’s own proprietary format that will become a cast member. Applications that support the .w3D format at the time of this review include LightWave, 3DS Max, and Maya. Without one of those, however, you’ll have a tough time getting your new models into Director. This is unfortunate given the popularity of lower-priced programs out there like Meshwork and Carrara. Despite the vast amount of control you can exert on the 3D world through Lingo, including the creation of primitives (cylinders, spheres, and meshes), to generate 3D models, it would be much more preferable to use a dedicated 3D application.

The list of 3D commands added to Lingo is very extensive (if the approximately 448 pages that describe them is any indication) and covers nearly every aspect of 3D authoring imaginable. There is also some flexibility available to simplify the process. For example, it is possible to create bones-based animation through Lingo or in an external program and import the animation data along with the model. Other Lingo-only 3D features include: collision detection, fog, dynamic level of detail, particle systems, vector math, motions (for animation), and up to eight texture layers per shader. Included in the Studio package is the Havoc Xtra which offers a fully integrated rigid body physics simulation engine which allows mass and elasticity to be added to models. The Havoc examples included are very convincing of its power; fully featured pool, car simulation, and 3D puzzle games are easily created with this addition. If your 3D program allows it, you can import the physics scenes directly along with all the relevant physics information without going through Lingo. The features that Havoc offers are “grafted” onto an existing 3D cast member, so you never need to explicitly place your Havoc physics in your scene. Havoc also adds a number of Lingo keywords for physics and some ready to use behaviors as well. In case all that doesn’t convince you to take this add-on seriously, maybe this will: a Havoc physics engine will be used in the next Tomb Raider and in Deus Ex 2: Invisible War.

The other enhancements that have been included in this release are in the Multi-user Server and Xtra, most notably the addition of server-side scripting and multithreading. Server-side scripting is great for games that might include a computer-controlled opponent where the script on the server would act like any other client and manage the AI. The server included in the Studio package can support up to 1,000 users. While that number may seem high, all those users need not be in the same movie. There can be multiple instances of the same movie on the server, for example 500 games of chess. Multi-user movies can also be designed to work with peer-to-peer connections through TCP/IP or UDP protocols. Through this method up to 16 clients can be accepted per peer host.

Using Director For Game Creation

The question remains as to how one can leverage Director’s power to create games. First, we must have a cast. You can directly import any ready-made media you might have to use, including images (bitmaps, vector shape), sounds, movies (Shockwave, QuickTime or Flash), behaviors or scripts, and text (2D and 3D). It is possible to create your own content through Director’s built-in editors but these lack the full-fledged functionality of dedicated applications. Since Fireworks is included with the Studio and cooperates fully with Director, you can use it to create vector images, GUI elements, rollovers and such. With the cast window, you have easy access to all of a game’s assets in either thumbnail or list view, which makes it very easy to manage them.

The Stage

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Movie Stage

Now that we have our actors, we need to place them on Stage. This process is simple: just drag the desired cast members directly on Stage. Once the cast members are on Stage and ready to do their thing, they become sprites. One cast member can provide countless (at most a thousand) sprites. Be sure to check on the score which frame is currently active, as the Stage can only display what is present in the current frame. From the Stage you can inspect each sprite’s duration, which has a default of 28 frames. Each frame of a sprite’s life is visible, and through tweening, it is possible to guide the position of the sprite on Stage through time. The Stage itself has very few other functions, but you can set its size, background color, and other properties through the property inspector. Also, if you want to test run your application before making it into a projector, simply start the movie and Director will display the effects on stage as would be seen by the user.

The Score

Before adding interactivity through Lingo, it would be preferable to get familiar with the Score. The Score displays the content of the movie as a whole over time. It contains some tools to modify the sprites, sounds, scripts, and other elements of the movie. Each sprite takes up one channel in the Score per frame. It can have a thousand channels for sprites, not including two sound channels (for music and/or sound effects), an effects channel (for those PowerPoint-style transitions), a script channel, a palette channel to change color schemes on the fly, and a timer channel. Each channel can be turned on or off to facilitate the managing of sprites and offer the ability to test specific parts of the movie like sound and music on their own. At the very top of the Score is the marker section. In this space one defines the markers that will be used to denote the different key frames of the movie, such as the splash screen, the game over screen, etc. The red line and square show at which frame the playback head is situated at that moment. Every sprite in the Score can have its own individual script attached to it. However, as scripts take up one slot in the cast, it is better to have re-usable scripts than clutter up the project with multiple similar scripts.

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Movie Score

Writing the Right Lingo

Lingo has always been the strength of Director, offering the kind of control you would expect from any good development environment. Being script-based, it is very similar in syntax to HyperCard although it does allow for short form syntax in more traditional C style. With Lingo, you will be able to add interactivity to the movie. By assigning a script to each sprite on stage you make the game playable. Lingo is event based. Every time the movie enters a frame, or leaves one, the appropriate event is triggered. Therefore you have to create your Lingo to respond to those events in order to see anything worthwhile happen on screen. Director provides a set of tools to help you work with the Lingo scripts you create, making sure the final result behaves as you intended. The most useful tools are the message window, the debugger, and the watcher. If there’s a Lingo command that you’d like to see the effects of without including it in your movie just yet, you can use the message window. This window allows direct execution of any Lingo command for easy exploration of the command’s proper usage. Director includes a debugger that provides all the basic functionality needed for debugging such as breakpoints, variable viewing, and buttons to walk through the code. Any number of breakpoints can be set next to any line of Lingo. The Watcher is a much more refined and specific tool. it is used to examine a variable or group of particular variables to see how it is modified over time. The Watcher also provides the means to modify any variable on the fly while the movie is running, in case you’d like to test specific custom-made scripts that are dependent on a variable’s value. For example, you can watch the number of available bullets for the player go down, one by one, to see what happens when it reaches critical numbers, without stopping the entire program—a task a breakpoint would not be able to accomplish.

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Behavior Script

Room for Improvements

One of my biggest problems with Director is the user-interface. I feel that the sheer number of windows that one needs to use and dispose properly on limited monitor space makes everything feel cluttered. Often I’ve had to navigate through endless windows to get to the tools I wanted. A classic example of this is the property inspector. It is nice for when you’re looking to set a value but don’t know where to do it; on the other hand, it’s just one more useless window when I’m busy tweaking the score or placing cast members on stage. To help reduce the clutter I suggest going to a higher resolution than 800×600, or using dual monitors. Also, the keypad is linked with some commands, thus entering data through the keypad can have unexpected results such as turning off movie looping. It would be nice if Director allowed for some of those keys to be set by the user, as I have the habit of using the keypad whenever I enter numbers. Game-wise, there are only two audio channels for sound in the score. I wish there were as many sound channels in the score as there are on my Mac. As long as you keep away from DirectX rendering and platform specific Xtras, your content should be cross platform; alas, there’s no way to make the stand-alone cross platform without buying two copies of Director, one for Mac, one for Windows. I strongly feel that for the price, Macromedia should provide some way to create projectors for both Mac and Windows machines without having to pay up twice. Shockwave performance on the net was so-so. In Internet Explorer for Mac OS X, 2D games ran great; in contrast, it crashed both Netscape and Internet Explorer a few times on Mac OS 9. The biggest draw of this release is 3D, which was pitiful in Mac OS X because Shockwave refused to recognize my 3D card (ATI Rage 128) which meant I wasn’t able to take advantage of OpenGL rendering. This resulted sometimes in soft crashes for Internet Explorer and Netscape, sometimes a full lockup. (The same problem does not exist in Mac OS 9.)

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Property Inspector

Conclusion

Director Shockwave Studio 8.5 offers a lot of potential for game development with the addition of the Multi-User Server, Havok’s Xtra, and the new 3D capabilities. The standard animation creation tools combined with the powerful Lingo scripting language bring the ability to create cut scenes and test game concepts rapidly. Once a project is completed, it is simple to publish complete games for the web or desktop platforms. Lingo is now able to provide tremendous power and flexibility especially with the excellent 3D support and for multi-user games. Developers should note that 16MB video cards are the minimum for serious 3D game development and although the engine is acceptable, its not on the level of commercially licensed engines such as the Quake series. In addition, due to the lack of wide industry support, the .w3d model format may pose a problem if your current application does not provide the appropriate import/export plug-in. If your core audience is Mac users running Mac OS 9, this suite could be one of the best products you can buy in its class. However, a few of Macromedia’s competitors have already added Mac OS X support and for many, better cross-platform solutions. Products such as dim3 by Klink! Software and GarageGames’s Torque engine also make one question the steep price tag for entering the world of 3D game development via Director’s solution.

director,8,studio,macromedia

New Sponsors Bring uDevGames 2002 Prize Pool to Over $10,400

FOR IMMEDIATE RELEASE:

CONTACT:

Carlos Camacho
iDevGames.com
+81-087-869-7357

http://www.idevgames.com

New Sponsors Bring uDevGames 2002 Prize Pool to Over $10,400

Takamatsu City, Japan — August 21, 2002 — iDevGames is proud to announce the addition of EGISYS AG (Curious Labs), Harman Multimedia, and Premier Press as official sponsors of uDevGames 2002 — The Macintosh Game Programming Contest. Their generous support has increased the total prize pool to a staggering $10,400. The uDevGames 2002 Contest was started on August 19, 2002 and will continue until November 17, 2002. More information about the competition and how to enter can be found at uDevGames 2002’s official website: http://www.udevgames.com

“The new sponsors have contributed exciting new prizes such as Poser 4, fantastic game development related textbooks — including the best-seller ‘Mac Game Programming’ by Mark Szymczyk, as well as the ultra-cool Sound Sticks and Creature speakers,” said Carlos Camacho, Editor-in-Chief. Haman Multimedia Joe Milano, Director of Customer Service & Quality, noted “We are really excited to have another Mac Compatible multimedia speaker system, especially one that fits with gamers so well. We had a lot of fun designing Creature, and hope people enjoy listening just as much.”

The current list of sponsors for uDevGame 2002’s includes:
Ambrosia Software, Inc., Bare Bones Software, Big Nerd Ranch, Inc., CH Products, Codenautics, EGISYS AG (Curious Labs), Electric Image, EOVIA Corporation, ExpressionTools, Inc., Freeverse Software, GarageGames, Harman Multimedia, Layout Center, McWare USA Corp., Metrowerks Corp., midnite.liteman, The Omni Group, Pixologic, Inc., Premier Press, Quadmation, Incorporated., REAL Software, REALbasic Developer Magazine, Stone Design, TNT Software, STAZ Software, Strata Software

Companies wishing to become official sponsors are still welcomed. Please read the press release titled “uDevGames 2002 — Supporting Original Mac Game Development” to learn what being a sponsor means, and for information on signing up.

About iDevGames
Established in 1998, iDevGames’ mission is to educate, support, and enhance the Macintosh Game Developer community. We also hope to facilitate the exchange between developers and designers so that the Macintosh game market can expand and improve. iDevGames features articles, the latest industry news, tutorials, an active forum, downloads, and much more for Macintosh Game Developers.

  1. # #

uDevGames 2002 – Macintosh Game Programming Contest Opens

FOR IMMEDIATE RELEASE:

CONTACT:

Carlos Camacho
iDevGames.com
+81-087-869-7357
http://www.idevgames.com

uDevGames 2002 — Macintosh Game Programming Contest Opens

Takamatsu City, Japan — August 19, 2002 — iDevGames is proud to announce the official opening of uDevGames 2002, the second annual Macintosh game development contest. Simply write a game that runs natively on an Apple Macintosh computer and you could win prizes from a prize pool that retails at over $9,000!

Since its inception, iDevGames has been a stalwart supporter of game developers who write for the Apple Macintosh platform by providing news, articles, tutorials, and a forum where advice and ideas can be freely exchanged. uDevGames was founded to help highlight the talents and abilities of our readership and the wider Macintosh game development community.

“Last year’s contest was a huge milestone in the history of Macintosh gaming as well as iDevGames. The contest garnered widespread interest among developers and gamers alike. With this year’s contest on track to becoming a bigger and better event, it is very exciting to see uDevGames become an annual institution on the Macintosh platform,” were the words of Carlos Camacho, iDevGames’ Editor-in-Chief. The uDevGames 2001 Contest contributed more than 20 new games with source code (available from iDevGames) to the game development industry, and received great interest from the game development industry. Some of the winning entries from uDevGames 2001 were even published in the book ‘Mac Game Programming’ by Mark Szymczyk.

Any game genre is welcomed, and entries are permissible from anywhere in the world. The contest closes on November 17, 2002, and winners will be announced on December 2, 2002. “The best part about participating in uDevGames is not the prizes, but the possibility that your entry might end up on the cover CD of a book or a magazine. Having a publishing history is vital if you want to enter the game development business,” said Sacha Saxer, who placed third in uDevGames 2001.

More information about the contest and how to enter can be found at uDevGames 2002’s official website:
http://www.udevgames.com

iDevGames would also like to thank and acknowledge the generous support provided by uDevGames 2002’s sponsors:

Ambrosia Software, Inc., Bare Bones Software, Big Nerd Ranch, Inc., CH Products, Codenautics, Electric Image, EOVIA Corporation, ExpressionTools, Inc., Freeverse Software, GarageGames, Layout Center, McWare USA Corp., Metrowerks Corp., midnite.liteman, The Omni Group, Pixologic, Inc., Quadmation, Incorporated., REAL Software, REALbasic Developer Magazine, Stone Design, TNT Software, STAZ Software, Strata Software

Companies wishing to become official sponsors are still welcomed. Please read the press release titled “uDevGames 2002 — Supporting Original Mac Game Development” to learn what being a sponsor means, and for information on signing up.

About iDevGames
Established in 1998, iDevGames’ mission is to educate, support, and enhance the Macintosh Game Developer community. We also hope to facilitate the exchange between developers and designers so that the Macintosh game market can expand and improve. iDevGames features articles, the latest industry news, tutorials, an active forum, downloads, and more for Macintosh Game Developers.

  1. # #

Let the Games Begin! – uDevGames 2002 Underway

It gives me great pleasure to announce the start of uDevGames 2002. The link below contains the official press release. As with the opening of our new site, we hope our readers will spread the word about the contest. The staff and I are all very excited and anticipate many entries this year. The official sponsors’ list is like a who’s who of the Macintosh development community. With over $9,000 worth of prizes, and new rules to reward more entrants, I’m sure that uDevGames 2002 will be a giant success! I want to thank all of you who participated in our polls to help improve the rules and voting system for this year’s contest. If you are new to the site or to uDevGames, take some time and read the postmortems, and articles on last year’s contest. I want to wish all of you the best of luck, and remember whether you win or not—just by participating you have played an important part in making the Macintosh a great gaming platform.

udevgames,2002,underway

Mac Game Designer Renamed iDevGames

FOR IMMEDIATE RELEASE:

CONTACT:

Carlos Camacho
iDevGames.com
+81-087-869-7357
http://www.idevgames.com

Mac Game Designer Announces Name Change to iDevGames

Takamatsu City, Japan — August 18, 2002 — Mac Game Designer, the leading resource for Macintosh game developers, announced today that is has changed its name to iDevGames. In conjunction with this rebranding, a new developer-focused website that offers expanded content, as well as a community forum and several new features has been launched.

iDevGames was established on December 3rd 1998 to educate, support, and enhance the community of programmers and designers that produce games for the Apple Macintosh platform. When founded, iDevGames aimed to cover the needs of the professional and novice alike, as well as provide an interactive forum to help disperse the technical knowledge and experience of its readers to the whole community.

Since then, iDevGames has established itself as the premier resource among Macintosh game developers. As Monte Boyd, developer of the Macintosh hit game “Slope Rider”, puts it: “One of the great things about developing games on the Mac is the community feeling; and the driving force behind that community is iDevGames. The help and support I received through iDevGames is what made Slope Rider possible. Without iDevGames I would not have had the technical knowledge or the impetus to keep going.” Author Mark Szymczyk, of the best-selling book “Mac Game Programming”, also proclaims “From iDevGames’ humble beginnings, I have seen the content explode, and it now contains a wealth of articles, source code, assets, and news of interest to game programmers. On top of this, iDevGames’ annual Mac game programming contest, uDevGames is heating up game development on the Macintosh. Because of uDevGames, some lone-wolf developer playing around with his Mac has a chance to become the next John Carmack, Sid Meier, or Will Wright.”

As the Macintosh development community grows, so must iDevGames. Today, this growth comes in the form of both a new server, and a new design for iDevGames. The new server iDevGames resides on, which was made possible through the generous contributions from members of our growing community, meets the growing need for a larger site in terms of content, speed and bandwidth.

With the move to a new server, iDevGames also sports a new look-and-feel. But the changes are more than just skin-deep: the new site contains new features such as interviews, game postmortems, articles, tutorials, and downloads.

A major spotlight of the new site is a much improved forum, already boasting over 220 registered users, that forms the basis for a community which addresses the needs of Mac developers — whether they be game developers, application programmers, musicians, or artists; professionals or hobbyists.

In the words of Carlos Camacho, Editor-in-Chief of iDevGames, “iDevGames has been evangelizing the Apple Macintosh as a gaming platform since 1998, and we have seen the market turn from a few AAA titles a year, to several new titles every month. With Apple’s new hardware and OS, it is evident that interest in game development for the Macintosh is on the rise. Our new site will help us meet the growing demand for Mac-specific development content at the AAA, as well as at the shareware level.”

About iDevGames
Established in 1998, iDevGames’ mission is to educate, support, and enhance the Macintosh Game Developer community. We also hope to facilitate the exchange between developers and designers so that the Macintosh game market can expand and improve. iDevGames features articles, the latest industry news, tutorials, an active forum, downloads, and much more for Macintosh Game Developers.

  1. # #

To Plan or Not To Plan?

The Why

In the Association of Shareware Professionals newsgroups, we often discuss whether or not it’s worthwhile to create a business plan for one’s shareware business. There is often much confusion about what level of planning is appropriate for small companies in our rapidly changing industry. I’d like to shed some light on what I’ve learned about business planning and how valuable it can be to build a successful company of any size.

Elements of a Business Plan

First, let me define what I mean by “business planning.” There are many formal templates for creating a business plan, and I’ve found most to be too unwieldy for the shareware industry. Especially if you are a one-person shop, you want something simple that you’re going to be willing to maintain and update once every quarter. A business plan is not something you create once, file in a drawer, and then forget. Just as an airplane is off course 90 percent of the time, you’ll be off course most of the time as well, so it’s important to frequently review your plan, revise it, and adjust your heading. For most shareware professionals, I recommend a simple ongoing business planning document in the range of two to five pages.

Planning is essentially the process of making decisions. By setting aside time to sit down and make some decisions, you are literally taking control of where your business will go. Without a plan you will generally achieve a small degree of chaos by default. Remember that if you fail to tend to your garden, weeds will grow by default. In fact, it is often said that failing to plan is planning to fail.

If you’ve never done any serious planning for your business, I recommend you start with the simple approach of setting one-year goals, breaking them down into quarterly goals, and then planning out the steps needed to achieve the quarterly goals one quarter at a time. So you look one year ahead while you plan one quarter ahead. The long view helps to sharpen the short view, and by taking a longer time span into account, your quarterly plans will tend to be more accurate.

Your plan must always be in writing, not in your head, and it should cover the basic areas of your business. Let’s consider each of these in turn.

Sales

How much money would you like to be making one year from today? Sales goals often drive all the other goals of your company, so this is a good place to begin your planning. If you want to double your sales this year, what will you need to do in order to achieve that goal? Break it down into what percentage increase you’d need to achieve in your sales each quarter, and plan out all the action steps needed to reach your first quarter’s milestone.

Cashflow

Consider your cashflow situation throughout the next year carefully. Not paying attention to cashflow is a major reason for business failure. Many venture-capital funded startups blow through millions of dollars in just a few years and then fail simply because they never managed to establish a positive cashflow. Long-term planning helps you foresee upcoming expenses to keep your ongoing cashflow high enough to cover them. When are you going to buy that new computer, for instance? Before you decide to lease an office, take a look at what effect it will have on your cashflow. I’ve found that maintaining a high level of awareness about my cashflow has really helped me take control of my financial situation. I can project when I’ll be able to afford new purchases and what I’ll have to put off to a later date. My rule is that if I want to take on a new ongoing monthly expense, I must first increase my cashflow to cover it. This prevents me from ever entering a negative cashflow situation.

Product Development and Maintenance

Set one-year goals that detail what you’d like to achieve with your product line, including new releases, updates, and add-ons, and determine where you’ll need to be at the end of the next quarter in order to stay on track toward your one-year goals. For instance, if your goal is to release two new shareware products this year, then a ninety-day goal might be to get your first new product to reach the beta stage. The next step is to break this goal down into a series of steps that will allow you to achieve it. Before you decide to develop any new product, you should also decide how you’re going to market it. Many developers build their product line based on what they currently feel like creating—this is a good way to achieve a very mediocre income and a largely random product line that doesn’t benefit much from upselling and cross-promotion. A better approach is to create products that people will want to buy.

Marketing and Promotion

What would you like to accomplish over the next year in terms of marketing and promoting your products and your company? Include distribution of your products, updates to your web site, writing and sending out press releases, and anything else you’d like to do marketing-wise within the next year. Define your one-year outcome in writing, and then break it down into quarterly goals, and finally, plan out the details of what you’ll need to do during the first quarter to keep pace with your one-year goals. Be sure to take into account what level of marketing you’ll need to do in order to keep pace with your sales goals.

Customer Service

This is a simple area that’s easy to overlook. If you want to double your sales, you may also end up doubling your technical support. Is that likely to be a problem for you? Determine what you can do over the next year to help improve the level of service you can provide to your customers and/or reduce the amount of time it takes you to do so. Maybe you could expand your FAQ or establish an autoresponder for your support email address. Anything you’d like to do here over the next year should be written down and added to your plan.

Other Improvements

What other improvements would you like to make to your business this year? Would you like to hire a local college student to help you with some of the grunt work? Do you think you can reduce the cost of your physically shipped products? Set goals for how you’d like your business to look one year from today, break those goals down by quarter, and then plan out the details for the next ninety days.

Now that you have written goals for where you want to be one year from today and a plan for how to get through the first ninety days, give it a good sanity check. Can all this be accomplished in the time you have available? If so, you have an excellent chance of staying on target to meet your one-year goals. If the amount of work seems unrealistic though for the time you have, then your goals probably are unreasonable, so go back and set more reasonable goals, and adjust your plan until you can see that it is achievable. One of the major benefits of quarterly planning is that you are able to clearly distinguish between the relevant and the irrelevant. You are free to adjust your plans at any point as you gain new knowledge, but your current plan serves as the control by which you evaluate any new opportunity. For instance, if you have a written plan that will allow you to double your sales this year, you would naturally know to pass up any opportunity that would only increase your income by ten percent over the next quarter (assuming that’s all you’d have time to do during that quarter). If you increased your sales by forty percent last year by jumping on several time-sensitive opportunities, but in so doing you didn’t have time to release a new product that would have doubled your sales, then you just lost a lot of money that was yours for the taking. The process of planning increases your odds of landing the true opportunities while avoiding wasting your time on the fakes.

By default, whenever a new opportunity arises, you should ignore it and stick to your plan unless you are strongly convinced that following the opportunity will put you in a better place than would following your existing plan. There are some true opportunities that do warrant your immediate attention, but most things that seem like great opportunities are largely a waste of time.

If you see what looks like an opportunity but have no means to evaluate its potential benefit to you, I recommend that you attempt to acquire more information first. In the meantime, stick to your plan by default. For example, when the adware concept started gaining serious attention from developers, I thought it sounded like an interesting revenue model that might make me some extra money. I already had a written plan in place that showed me a clear route to increasing my sales, so I decided to stick to my plan until I saw some real evidence that creating an adware version of one of my games would be worthwhile. In the end most developers I knew who jumped on the adware bandwagon came back to say that they had wasted their time and that adware generated very little income at all. By sticking to my original plan instead of chasing this uncertain possibility, I was able to achieve a better percentage increase in my sales than many other developers who didn’t make the same decision. I can cite many other examples where sticking to my plan in the face of an uncertain alternative yielded much better gains than I would have likely enjoyed otherwise. If you can write out a plan that virtually guarantees that you will double your income over the next year, it should take a pretty strong opportunity to get to you change course.

Cost-benefit Analysis

One thing that has helped me tremendously in planning is to conduct a simple cost-benefit analysis for each new project I consider. I have literally dozens of ways to increase my income: I could do more online or offline marketing, increase my distribution, send out more press releases, solicit more reviews, engage in host-beneficiary relationships, start an affiliate program, secure more licensing deals, develop and release new products, create new bundling deals, improve my web site’s ability to sell, improve my products’ registration rate, localize my products into other languages, release another add-on to an existing product, sell ads on my site and in my games, launch a new web site, experiment with price changes, and so on.

Any one of those ideas could and probably would increase my income. Even if I work with no plan whatsoever, I can’t help but beat last year’s sales due to sheer momentum. But I’d be working in the dark, never knowing if what I was doing was really the best use of my time. Without a plan, I might increase my sales by 50% this year. With a plan I can recognize ways to do much better than that and with less effort and risk. In creating my plan I estimated the relative ROI for every way I could think of to increase my business. I considered risk factors and worked out a plan that I expect will give me the best payoff for the least risk, money, and time invested.

For instance, after Dweep was released, I did a calculation to see what I should do next. My estimates showed that an expansion pack would likely have the best payoff, and it was low risk as well. I did that, and it paid off better than expected. Then I repeated the planning process and again saw that doing another expansion pack was warranted. The second expansion pack produced results close to my estimates. After that, however, I saw that creating a “gold” version of Dweep would have a better payoff than doing a third expansion pack. It did, but the payoff was still about triple my estimates.

The Plan

Once you’ve established a plan, you must triage ruthlessly. In other words, absolutely refuse to jump on new opportunities that cannot virtually guarantee you better results than what you already have planned. This requires that you pass up obvious income-generating opportunities in the pursuit of optimization. For my business, after reviewing all the options, I decided to focus my efforts this year mainly on two areas: releasing new products and licensing. Because of this, I can expect to more than double my income this year if I just stick to my plan. This plan also dictates what I won’t be doing this year. For instance, I would be able to increase my income by localizing my products, but the payoff would not likely be as great as my optimal choices, so I don’t plan to do any localizing this year. I’ve run my business without a plan for years, and I’ve run it with a plan for years. Planning is better. If you’ve been running your business on a day-to-day basis without any sort of long-term written plan, I strongly encourage you to give planning a try for the next ninety days, and see what a difference it makes.

Bio

Steve Pavlina is President of the ASP and CEO of Dexterity Software, an on-line game publisher dedicated to releasing retail-quality games through shareware channels. You can find Steve interacting with Dweep addicts at his website, Dexterity.com

Copyright© 2003 by Steve Pavlina

to,plan,or,not,to,plan

How to Permanently Increase Your Sales by 50% or More in Only One Day

The Ability to Sell

Of all the things you can do to increase your sales, one of the highest leverage activities is attempting to increase your products’ registration rate. Increasing your registration rate from 1.0% to 1.5 percent means that you simply convince one more downloader out of every 200 to make the decision to buy. Yet that same tiny increase will literally increase your sales by a full 50 percent. If you’re one of those developers who simply slapped the ubiquitous 30-day trial incentive on your shareware products without going any further than that, then I think a 50 percent increase in your registration rate is a very attainable goal you can achieve if you spend just one full day of concentrated effort on improving your product’s ability to sell. My hope is that this article will get you off to a good start and get you thinking more creatively. And even if you fail, your result might be that you achieve only a 25 percent or a 10 percent increase. How much additional money would that represent to you over the next five years of sales?

Effective Registration

What influence, if any, did the title of this article have on your decision to read it? If I had titled this article, “Registration Incentives,” would you have been more or less likely to read it now? Note that the title expresses a specific and clear benefit to you. It tells you exactly what you can expect to gain by reading it. Effective registration incentives work the same way. They offer clear, specific benefits to the user if a purchase is made. In order to improve your registration incentives, the first thing you need to do is to adopt some new beliefs that will change your perspective. I’m going to introduce you to what I call the “lies of success” in the shareware industry. These are statements that are not true at all, but if you accept them as true anyway, you’ll achieve far better results than if you don’t.

Rule 1: What you are selling is merely the difference between the shareware and the registered versions, not the registered version itself.

Note that this is not a true statement, but if you accept it as true, you’ll immediately begin to see the weaknesses in your registration incentives. If there are few additional benefits for buying the full version vs. using the shareware version, then you aren’t offering the user strong enough incentives to make the full purchase.

Rule 2: The sole purpose of the shareware version is to close the sale.

This is our second lie of success. Note the emphasis on the word “close.” Your shareware version needs to act as a direct sales vehicle. It must be able to take the user all the way to the point of purchase, i.e. your online order form, ideally with nothing more than a few mouse clicks. Anything that detracts from achieving a quick sale is likely to hurt sales.

Rule 3: The customer’s perspective is the only one that matters.

Defy this rule at your peril. Customers don’t care that you spent 2000 hours creating your product. Customers don’t care that you deserve the money for your hard work. Customers don’t care that you need to do certain things to prevent piracy. All that matters to them are their own personal wants and needs. Yes, these are lies of success. Some customers will care, but if you design your registration incentives assuming they only care about their own self-interests, your motivation to buy will be much stronger than if you merely appeal to their sense of honesty, loyalty, or honor. Assume your customers are all asking, “What’s in it for me if I choose to buy? What will I get? How will this help me?” I don’t care if you’re selling to Fortune 500 companies. At some point there will be an individual responsible for causing the purchase to happen, and that individual is going to consider how the purchase will affect him/her personally: “Will this purchase get me fired? Will it make me look good in front of my peers? Will this make my job easier or harder?” Many shareware developers get caught in the trap of discriminating between honest and dishonest users, believing that honest users will register and dishonest ones won’t. This line of thinking will ultimately get you nowhere, and it violates the third lie of success. When you make a purchase decision, how often do you use honesty as the deciding factor? Do you ever say, “I will buy this because I’m honest?” Or do you consider other more selfish factors first, such as how it will make you feel to purchase the software? The truth is that every user believes s/he is honest, so no user applies the honesty criterion when making a purchase decision. Thinking of your users in terms of honest ones vs. dishonest ones is a complete waste of time because that’s not how users primarily view themselves.

Rule 4: Customers buy on emotion and justify with fact.

If you’re honest with yourself, you’ll see that this is how you make most purchase decisions. Remember the last time you bought a computer. Is it fair to say that you first became emotionally attached to the idea of owning a new machine? For me, it’s the feeling of working faster, owning the latest technology, and being more productive that motivates me to go computer shopping. Once I’ve become emotionally committed, the justifications follow: “It’s been two years since I’ve upgraded, it will pay for itself with the productivity boost I gain, I can easily afford it, I’ve worked hard and I deserve a new machine, etc.” You use facts to justify the purchase. Once you understand how purchase decisions are made, you can see that your shareware products need to first get the user emotionally invested in the purchase, and then you give them all the facts they need to justify it.

Compelling Registration Incentives

Now that we’ve gotten these four lies of success out of the way, let’s see how we might apply them to create some compelling registration incentives. Let’s start with Rule 1. What incentives can be spawned from this rule? The common 30-day trial is one obvious derivative. If you are only selling the difference between the shareware and registered versions, then a 30-day trial implies that you are selling unlimited future days of usage of the program after the trial period expires. This is a powerful incentive, and it’s been proven effective for products that users will continue to use month after month. 30-day trials are easy for users to understand, and they’re also easy to implement. You could also experiment with other time periods such as 10 days, 14 days, or 90 days. The only way of truly knowing which will work best for your products is to experiment.

But let’s see if we can move a bit beyond the basic 30-day trial here by mixing in a little of Rule 3. How would the customer perceive a 30-day trial? In most cases 30 days is plenty of time to evaluate a product. But in what situations would a 30-day trial have a negative effect? A good example is when the user downloads, installs, and briefly checks out a product s/he may not have time to evaluate right away. By the time the user gets around to fully evaluating it, the shareware version has already expired, and a sale may be lost as a result. To get around this limitation, many shareware developers have started offering 30 days of actual program usage instead of 30 consecutive days. This allows the user plenty of time to try out the program at his/her convenience. Another possibility would be to limit the number of times the program can be run. The basic idea is that you are giving away limited usage and selling unlimited usage of the program. This incentive definitely works if your product is one that will be used frequently over a long period of time—much longer than the trial period.

The flip side of usage limitation is to offer an additional bonus for buying within a certain period of time. For instance, in my game Dweep, I offer an extra five free bonus levels to everyone who buys within the first 10 days. In truth I give the bonus levels to everyone who buys, but the incentive is real from the customer’s point of view. Remember Rule 3—it doesn’t matter what happens on my end; it only matters what the customer perceives. Any customer that buys after the first 10 days will be delighted anyway to receive a bonus they thought they missed.

So if your product has no time-based incentives at all, this is the first place to start. When would you pay your bills if they were never due, and no interest was charged on late payments? Use time pressure to your advantage, either by disabling features in the shareware version after a certain time or by offering additional bonuses for buying sooner rather than later. If nothing else and if it’s legal in your area, offer a free entry in a random monthly drawing for a small prize, such as one of your other products, for anyone who buys within the first X days. Another logical derivative of Rule 1 is the concept of feature limitation. On the crippling side, you can start with the registered version and begin disabling functionality to create the shareware version. Disabling printing in a shareware text editor is a common strategy. So is corrupting your program’s output with a simple watermark. For instance, your shareware editor could print every page with your logo in the background. Years ago the Association of Shareware Professionals had a strict policy against crippling, but that policy was abandoned, and crippling has been recognized as an effective registration incentive.

It is certainly possible to apply feature limitation without having it perceived as crippling. This is especially easy for games, which commonly offer a limited number of playable levels in the shareware version with many more levels available only in the registered version. In this situation you offer the user a seemingly complete experience of your product in the shareware version, and you provide additional features on top of that for the registered version.

Time-based incentives and feature-based incentives are perhaps the two most common strategies used by shareware developers for enticing users to buy. Which will work best for you? You will probably see the best results if you use both at the same time. Imagine you’re the end user for a moment. Would you be more likely to buy if you were promised additional features and given a deadline to make the decision? I’ve seen several developers who were using only one of these two strategies increase their registration rates dramatically by applying the second strategy on top of the first. If you only use time-based limitations, how could you apply feature limitation as well? Giving the user more reasons to buy will translate to more sales per download.

One you have both time-based and feature-based incentives to buy, the next step is to address the user’s perceived risk by applying a risk-reversal strategy. Fortunately, the shareware model already reduces the perceived risk of purchasing significantly, since the user is able to try before buying. But let’s go a little further, keeping Rule 3 in mind. What else might be a perceived risk to the user? What if the user reaches the end of the trial period and still isn’t certain the product will do what s/he needs? What if the additional features in the registered version don’t work as the user expects? What can we do to make the decision to purchase safer for the user?

Reducing Risk

One approach is to offer a money-back guarantee. I’ve been offering a 60-day unconditional money-back guarantee on all my products since January 2000. If someone asks for their money back for any reason, I give them a full refund right away. I don’t even bother with making the customer sign a letter of destruction. So what is my return rate? Well, it’s about 8%. Just kidding! Would it surprise you to learn that my return rate is less than 0.2 percent? Could you handle two returns out of every 1,000 sales? My best estimate is that this one technique increased my sales by 5-10 percent, and it only took a few minutes to implement. When I suggest this strategy to other shareware developers, the usual reaction is fear. “But everyone would rip me off,” is a common response. I suggest trying it for yourself on an experimental basis; a few brave souls have already tried it and are now offering money-back guarantees prominently. Try putting it up on your web site for a while just to convince yourself it works. You can take it down at any time. After a few months, if you’re happy with the results, add the guarantee to your shareware products as well. I haven’t heard of one bad outcome yet from those who’ve tried it.

If you use feature limitation in your shareware products, another important component of risk reversal is to show the user exactly what s/he will get in the full version. In Dweep I give away the first five levels in the demo version, and purchasing the full version gets you 147 more levels. When I thought about this from the customer’s perspective (Rule 3), I realized that a perceived risk is that s/he doesn’t know if the registered version levels will be as fun as the demo levels. So I released a new demo where you can see every level but only play the first five. This lets the customer see all the fun that awaits them. So if you have a feature-limited product, show the customer how the feature will work. For instance, if your shareware version has printing disabled, the customer could be worried that the full version’s print capability won’t work with his/her printer or that the output quality will be poor. A better strategy is to allow printing, but to watermark the output. This way the customer can still test and verify the feature, and it doesn’t take much imagination to realize what the output will look like without the watermark.

Closing the Sale

Our next step is to consider Rule 2 and include the ability close the sale. It is imperative that you include an “instant gratification” button in your shareware products, so the customer can click to launch their default web browser and go directly to your online order form.

If you already have a “buy now” button in your products, go a step further. A small group of us have been finding that the more liberally these buttons are used, the better. If you only have one or two of these buttons in your shareware program, you should increase the count by at least an order of magnitude. The current Dweep demo now has over 100 of these buttons scattered throughout the menus and dialogs. This makes it extremely easy for the customer to buy, since s/he never has to hunt around for the ordering link.

What should you label these buttons? “Buy now” or “Register now” are popular, so feel free to use one of those. I took a slightly different approach by trying to think like a customer (Rule 3 again). As a customer the word “buy” has a slightly negative association for me. It makes me think of parting with my cash, and it brings up feelings of sacrifice and pressure. The words “buy now” imply that I have to give away something. So instead, I use the words, “Get now.” As a customer I feel much better about getting something than buying something, since “getting” brings up only positive associations. This is the psychology I use, but at present, I don’t know of any hard data showing which is better. Unless you have a strong preference, trust your intuition.

Make it as easy as possible for the willing customer to buy. The more methods of payment you accept, the better your sales will be. Allow the customer to click a button to print an order form directly from your program and mail it with a check or money order. On your web order form, include a link to a printable text order form for those who are afraid to use their credit cards online. If you only accept two or three major credit cards, sign up with a registration service to handle orders for those you don’t accept.

F-A-B

So far we’ve given the customer some good incentives to buy, minimized perceived risk, and made it easy to make the purchase. But we haven’t yet gotten the customer emotionally invested in making the purchase decision. That’s where Rule 4 comes in. First, we must recognize the difference between benefits and features. We need to sell the sizzle, not the steak. Features describe your product, while benefits describe what the user will get by using your product. For instance, a personal information manager (PIM) program may have features such as daily, weekly, and monthly views; task and event timers; and a contact database. However, the benefits of the program might be that it helps the user be more organized, earn more money, and enjoy more free time. For a game, the main benefit might be fun. For a nature screensaver, it could be relaxation, beauty appreciation, or peace. Features are logical; benefits are emotional. Logical features are an important part of the sale, but only after we’ve engaged the customer’s emotions.

Many products do a fair job of getting the customer emotionally invested during the trial period. If you have an addictive program or one that’s fun to use, such as a game, you may have an easy time getting the customer emotionally attached to using it because the experience is already emotional in nature. But whatever your product is, you can increase your sales by clearly illustrating the benefits of making the purchase. A good place to do this is in your nag screens. I use nag screens both before and after the program runs to remind the user of the benefits of buying the full version. At the very least, include a nag screen when the customer exits the program, so the last thing s/he sees will be a reminder of the product’s benefits. Take this opportunity to sell the user on the product. Don’t expect features like “customizable colors” to motivate anyone to buy. Paint a picture of what benefits the user will obtain with the full version. Will I save time? Will I have more fun? Will I live longer, save money, or feel better? The simple change from feature-oriented selling to benefit-oriented selling can easily double or triple your sales. Be sure to use this approach on your web site as well if you don’t already. Developers who’ve recently made the switch have been reporting some amazing results.

If you’re drawing a blank when trying to come up with benefits for your products, the best thing you can do is to email some of your old customers and ask them why they bought your program. What did it do for them? I’ve done this and was amazed at the answers I got back. People were buying my games for reasons I’d never anticipated, and that told me which benefits I needed to emphasize in my sales pitch.

Value-added

The next key is to make your offer irresistible to potential customers. Find ways to offer the customer so much value that it would be harder to say no than to say yes. Take a look at your shareware product as if you were a potential customer who’d never seen it before. Being totally honest with yourself, would you buy this program if someone else had written it? If not, don’t stop here. As a potential customer, what additional benefits or features would put you over the top and convince you to buy? More is always better than less. In the original version of Dweep, I offered ten levels in the demo and thirty in the registered version. Now I offer only five demo levels and 152 in the full version, plus a built-in level editor. Originally, I offered the player twice the value of the demo; now I’m offering over thirty times the value. I also offer free hints and solutions to every level; the benefit here is that it minimizes player frustration. As I keep adding bonuses for purchasing, the offer becomes harder and harder to resist.

What clever bonuses can you throw in for registering? Take the time to watch an infomercial. Notice that there is always at least one “FREE” bonus thrown in. Consider offering a few extra filters for an image editor, ten extra images for a screensaver, or extra levels for a game. What else might appeal to your customers? Be creative. Your bonus doesn’t even have to be software-based. Offer a free report about building site traffic with your HTML editor, include an essay on effective time management with your scheduling program, or throw in a small business success guide with your billing program. If you make such programs, you shouldn’t have too much trouble coming up with a few pages of text that would benefit your customers. Keep working at it until your offer even looks irresistible to you. If all the bonuses you offer can be delivered electronically, how many can you afford to include? If each one only gains one more customer in a thousand (0.1%), would it be worth the effort over the lifetime of your sales?

Incentives Over Time

So how do you know if your registration incentives are strong enough? And how do you know if your product is over-crippled? Where do you draw the line? These are tough issues, but there is a good way to handle them if your product is likely to be used over a long period of time, particularly if it’s used on a daily basis. Simply make your program gradually increase its registration incentives over time. One easy way to do this is with a delay timer on your nag screens that increases each time the program is run. Another approach is to disable certain features at set intervals. You begin by disabling non-critical features and gradually move up to disabling key functionality. The program becomes harder and harder to continue using for free, so the benefits of registering become more and more compelling. Instead of having your program completely disable itself after your trial period, you gradually degrade its usability with additional usage.

This approach can be superior to a strict 30-day trial, since it allows your program to still be used for a while, but after prolonged usage it becomes effectively unusable. However, you don’t simply shock the user by taking away all the benefits s/he has become accustomed to on a particular day. Instead, you begin with a gentle reminder that becomes harder and harder to ignore. There may be times when your 30-day trial shuts off at an inconvenient time for the user, and you may lose a sale as a result. For instance, the user may not have the money at the time, or s/he may be busy at the trial’s end and forget to register. In that case s/he may quickly replace what was lost with a competitor’s trial version. The gradual degradation approach allows the user to continue using your product, but with increasing difficulty over time. Eventually, there is a breaking point where the user either decides to buy or to stop using the program completely, but this can be done within a window of time at the user’s convenience.

Conclusion

Hopefully this article has gotten you thinking creatively about all the overlooked ways you can entice people to buy your shareware products. The most important thing you can do is to begin seeing your products through your customers’ eyes. What additional motivation would convince you to buy? What would represent an irresistible offer to you? There is no limit to how many incentives you can add. Don’t stop at just one or two; instead, give the customer a half dozen or more reasons to buy, and you’ll see your registration rate soar. Is it worth spending a day to do this? I think so.

Copyright© 2003 by Steve Pavlina

Bio

Steve Pavlina is President of the ASP and CEO of Dexterity Software, an on-line game publisher dedicated to releasing retail-quality games through shareware channels. You can find Steve interacting with Dweep addicts at his website, Dexterity.com

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