Showing posts with label shareware's future. Show all posts
Showing posts with label shareware's future. Show all posts

Tuesday, 1 April 2008

The Big Leagues

The 2005 Independent Games Festival was a turning point for Metanet Software, the independent video game studio co-founded by Raigan Burns and Mare Sheppard after the two met in a University of Toronto computer science class.

Metanet's first title, an elegant physics-based PC flash game called "N", had just won the festival's Audience Choice Award and was averaging between 2,000 and 3,000 downloads a day on Metanet's website, where it was offered free.

"N had racked up quite a following, and we had a user-base interested in whatever we did next," says Sheppard.

Metanet was facing the issue that all independent studios eventually have to deal with: how to convert all that loyalty and buzz into income.

Monetization can be a hard sell for indie developers who came up through the "freeware" scene, where games are created and swapped in an atmosphere of exchanging ideas.

For Burns and Sheppard, the motivation for making N profitable was so that they could realize the goal of developing video games full-time. But, it had to be on their terms.

Digital distribution has made it easier for small companies not only to share their products with customers but also to make money on them. That's because they no longer have to pay for packaging, shelf space, warehouse storage, shipping and the other costs associated with getting a game into a brick-and-mortar store.

One of the digital models Metanet first considered was PC shareware, where customers can download a demo of the game free on their computers, play it with certain restrictions – either a time limit or a limited set of features – and then pay to unlock the full version if they choose.

Another was microtransactions, where players can download the full-featured game free but pay small fees to unlock extras like bonus material and additional levels.

Full Article: http://www.thestar.com/Business/article/407375

Friday, 14 March 2008

Classics for Good Reason

Here are some of the most influential works created for portable platforms. Best of all, they're still available if you want to add a classic or two to your devices.

Breakout: Among the most important games ever created, this challenges users to clear a wall of blocks using a ball, paddle and the best angle to rebound the ball to damage the wall and clear the level.

Dope Wars: This morally challenged classic was originally developed for calculators and has spread to almost every mobile platform imaginable. You play an aspiring drug dealer who must sell stock to pay off a debt. You must work to stay alive, battle police, check local markets for favorable drug prices and save as much money as possible.

Tetris: Created in 1985, this became one of the most popular and recognizable games of all time. Centered on the idea of creating order from chaos, players shift, rotate and move falling random shapes into place to create solid lines. Once lines are complete, they disappear, earning points and advancing the player to the next level.

A combination of simple gameplay, increasingly frenetic pacing and terrific music matching the pace keeps players coming back for just one more turn.

Bejeweled: It was first released as a Web browser game in 2001 and has been translated to other platforms. Players clear a grid filled with jewels by rearranging them to create a line of three identical stones. Then the jewels disappear, earning points. A timer keeps players on their toes, and bonus points can be earned by arranging more complex combinations that clear four or five jewels.

Snake: Snake took over calculators in the '80s and grew from there. Available on almost any platform, the game is popular for play that takes only seconds to master.

Full Article: http://www.washingtonpost.com/wp-dyn/AR2008030601278.html

Thursday, 13 March 2008

Shareware on the iPhone?

With Apple’s introduction of an iPhone Software Development Kit (SDK) last week, it seems everyone and their brother is hopping on the iPhone bandwagon or considering the jump. There are still some issues about software distribution to be worked through, however—particularly when it comes to shareware.

Just to recap last week’s happenings, Apple plans a June release for the iPhone 2.0 software, which will include new features and capabilities including an App Store—a way for users to buy and download software for their iPhone. With the possible exception of enterprise users downloading software needed by their companies, this will be the one way for iPhone users to get legitimate software for their system.

Full Article: http://www.macworld.com/article/132455/2008/03/shareware.html

Powered By Blogger

Credits & Information

2008 The Shareware Game Review - To contact us please email sharewaregamereview [at] hushmail.com.