Re: [now OT] Licensing/Implementing in Cocoa/Obj-C - Interest in product?
Re: [now OT] Licensing/Implementing in Cocoa/Obj-C - Interest in product?
- Subject: Re: [now OT] Licensing/Implementing in Cocoa/Obj-C - Interest in product?
- From: Charles Srstka <email@hidden>
- Date: Fri, 16 Apr 2004 09:45:13 -0500
On Apr 16, 2004, at 4:42 AM, Christoffer Lerno wrote:
It also has a lot to do with the application and the way it is
crippled/time bombed. For example, a game that allows me to play the
first few levels, and then require registration to play further, would
work well with me since you by then should know if you like the game
or not.
On the other hand, if the game has been crippled so that gameplay is
only a small subset of the actual gameplay, like disabling functions
and things, then I still don't know if the game is good or not.
Actually, I find that it's often the opposite. Way too often games
throw their best stuff at you in the first few levels, in order to get
you hooked on the game. Then, when you register, the rest of the game
is either very short or just plain not as fun as the non-registered
levels. So that's the problem with level limiting in games - you want
your users to think "wow, this is a good game, I should register it",
but how do you do that without disappointing them after they register?
Charles
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