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View Full Version : Downloading demos and full versions...


Mickey Crocker
11-09-2004, 07:36 AM
I'm not yet ready for this step but it's never to earily to start thinking about it.

If I were to write an rpg with the filesize of 15-20MB. I have found I have two choices on how to go about releasing the full version separate from the demo...

1) I could release a free 5MB downloadable demo, which where the user downloads the demo, they will be able to purchase and download the full 20MB file.

pro: More people would be attracted to the small filesize to download, lower bandwidth usage that would save me money, pirates would have to host the full download in order to pirate (which they don't tend to like to do).

con: costumers may be turned away from purchasing because of the large full version filesize that they know they will have to download.

2) Have the full version crippled demo at 20MB so the customer will only have to purchase a key to unlock.

pro: Easy for the customer to unlock the full version, no downloads needed.

con: huge demo filesize, takes up more bandwidth, great attraction to pirates.

I'm leaning towards option 1. Just figured I'd see what you guys thought or if there are any other ideas that I missed.

Anthony Flack
11-09-2004, 07:51 AM
To me it sounds like things are massively stacked in favour of option 1 there, guy.

otaku
11-09-2004, 11:50 AM
Create two versions of the game. 5MB or less demo version, 20MB plus full version. If people **REALLY** want it, they'll download the 20MB version. Prior to release concentrate purely on doing that. Post-release look around for solutions that can provide "dynamic patching" so that content can be applied to the already installed demo (InstallShield provides this option), and also dynamic streaming software that will send stream the game to the player while they are playing it. This is actually something I want to get involved with at some time in the future, e.g. provide a 500KB download that lets you play the first level, or work through the tutorial and while you are doing that the rest of the game is downloading in the background.

Mickey Crocker
11-09-2004, 08:02 PM
To me it sounds like things are massively stacked in favour of option 1 there, guy.

To me it sounds like I asked if I missed anything there, guy.

Create two versions of the game. 5MB or less demo version, 20MB plus full version. If people **REALLY** want it, they'll download the 20MB version. Prior to release concentrate purely on doing that. Post-release look around for solutions that can provide "dynamic patching" so that content can be applied to the already installed demo (InstallShield provides this option), and also dynamic streaming software that will send stream the game to the player while they are playing it. This is actually something I want to get involved with at some time in the future, e.g. provide a 500KB download that lets you play the first level, or work through the tutorial and while you are doing that the rest of the game is downloading in the background.

Thanks, now that is a response I was looking for. Something I didn't think of. I'll have to look into that, great idea though. :)

Coyote
11-10-2004, 08:39 AM
Issues you will face:

If you are going through a distribution partner, they may want things done one way or another. It's far easier to go from 1 package to 2 than the other way around.

Also, this DOES become a point of confusion for people, not realizing they need to download a second version, or they may view the additional complexity of making a second download and installation as a reason against making the purchase.