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View Full Version : Web, Trial, and Full..... can I cut out "trial"?


maksum
11-16-2004, 01:37 PM
I am getting ready to release my first game within the next couple of weeks. I will have a web-playable version, and of course the purchased full-featured version. The Web-playable version is in flash, so a good healthy percentage of users are able to get in and play it immediately. So I'm wondering about the value of having a downloadable, installable trial version, if I have the web version.

These have been my thoughts so far:

plusses of trial download version
---------------------------------------------------
- user can play (and thus be "nagged") offline as well as online
- I can offer more features that the web version won't allow (local top scores for example) that may get them hooked
- One who downloads the trial may see it on their desktop and thus be more inclined to play it more, which may get them hooked more... to play the Web version more, they'd have to remember to go to the site where they play it.


plusses of NO trial download version
----------------------------------------------------------
- user may see "play offline" as enough incentive to actually buy the full version, and a trial version may actually deter them from full purchase
- The offline, local install features (such as local top scores and other settings) may get them to buy full as well.
- MUCH easier to only keep track of two versions of my game (web and full) as opposed to three (web, trial, and full) - fewer versions to patch or fix every time the need arises.


So what are people's thoughts on this matter? Will a downloadable installable trial version add much more probability (or any??) to an eventual purchase than a Web version will?

Thanks for any input or experience people have.

Mike

papillon
11-16-2004, 02:15 PM
Depending on the tech you're using, the web version may not fairly represent what's available in the downloadable... and playing the web version may not mean that the downloadable one will actually *run* on the user's computer.

Is your downloadable version flash-based or no?

princec
11-16-2004, 02:15 PM
No-one can give you any more useful advice other than you must try both with this particular game to see which way sells better.

Cas :)

maksum
11-16-2004, 02:46 PM
Yes, I've thought of trying both too... thanks.

The flash version will indeed fairly represent the full version, as I'm creating the flash version first and "porting" it to the exe, rather than the other way around. In fact, I've noticed an actual improvement in performance with the exe on slower machines. So I don't believe that's an issue.

Of course I will clearly outline system requirements and offer a guarantee. Hopefully they won't be detered wondering if the thing will even run on their machine.

Thanks for the thoughts thus far.

Mike

arcadetown
11-16-2004, 04:22 PM
From the online version provide both an option to get the full version plus another option to get the free trial download. Some people will buy it directly from the online play, others want to play it offline then will buy from there. We experimented with this using BLOX Forever (http://www.arcadetown.com/bloxforever/playgame.asp) by pushing only the download or pushing only the full version and neither sold as well as offering both options.

btw - we'd be interested in seeing this as online games are our forte. Drop us a private message, post link here, or contact us (http://www.arcadetown.com/contact.asp).

Greg Squire
11-16-2004, 04:29 PM
My gut tells me that that having NO trial download would be the best, but that's my un-expert opinion. I noticed that Grab.com is doing both a web and downloadable trial, so maybe they know something I don't. Anyway, if it doesn't take too much to put one together, then it may be worth a test. Try it with and without for a time and see if there's much difference.

GameStudioD
11-16-2004, 05:22 PM
Is the full version (exe) going to be in Flash also? There are programs such as SWFStudio (http://www.northcode.com) that can make a pretty good exe from an SWF.

It may be better to offer three options: web, demo, and full versions. Especially, if the exe will not run the same technology as the web version.

BlueWaldo
11-16-2004, 05:29 PM
- user may see "play offline" as enough incentive to actually buy the full version, and a trial version may actually deter them from full purchase

My game will have only a web version and a full version. Mainly because of this.

maksum
11-16-2004, 07:18 PM
Is the full version (exe) going to be in Flash also? There are programs such as SWFStudio (http://www.northcode.com) that can make a pretty good exe from an SWF.

It may be better to offer three options: web, demo, and full versions. Especially, if the exe will not run the same technology as the web version.

The full version will indeed be created with swf->exe software, so will essentially no longer be flash. The flash player will not be needed on the users computer or anything.

Mike

Martoon
11-16-2004, 08:55 PM
As Cas said, the best thing to do is test - try both ways, and see what works better.

Having said that, I'm guessing your best results would be gained from having a downloadable trial version that expires, but can be unlocked (without an additional download) by registering, but the downloadable version would have to offer some enhancement over the web version. This model has worked extremely well for Popcap and their ilk. I think the reason it works is because it lures the customer in so gradually, and they're never making a big commitment all at once. First they go to a website and play for free - very little commitment, since they're not downloading or installing anything. They get hooked on the web game, where they continuously see ads for the deluxe downloadable version (with extra features x and y) which they can download for free. They know they like the web game, so it's worth taking a minute to see what the downloadable version is like. They get used to the extra features in the download demo, but then it expires, and it's hard to go back to the web version without features they're used to. So they take that final small step and get out their credit card.

Maybe this model won't fit your game as well, but I think it's worth considering (but as always, test).

Chris Evans
11-17-2004, 12:20 AM
Check out my site http://www.playpowpow.com

I currently have three versions. A web demo, downloadable demo, and full version. You can look at the comparison chart at the bottom of the page.

I've only had the demo up for a week and I haven't actively promoted it yet, however I've still gotten a decent amount of downloads and a few sales.

So far the download percentage has been this:
Web: 40%
PC Demo: 30-35%
Mac Demo: 30-35%

So I actually right now get more downlloads of the downloadable demos (combined 60%) than the Web demo. However this might change once I start promoting the web demo.

One thing I noticed is that quite a few people play the Web demo while they wait for offline demo to download. Conversely, I think the comparison chart listed on the page helps persuade Web users to play the offline version. So I'm definitely seeing a synergy between all the demos. It reminds me why I went with shockwave. :)

- MUCH easier to only keep track of two versions of my game (web and full) as opposed to three (web, trial, and full) - fewer versions to patch or fix every time the need arises

That seriously has been the biggest issue for me. I literally have 5 versions to maintain:

- PC Full Version
- Mac Full Version
- Web Demo
- PC Demo
- Mac Demo

I keep a list of all the fixes that have been applied to what platform and give the full versions preference, but it's still tricky.

It's certainly worth it because my potential market has dramatically increased by having my game available in all those formats. It's just it can be a juggling act at times.

One thing I recommend if you plan to have a web demo & offline demo is to clearly define what you get and don't get with the web demo. For my part I have a comparison chart, which works great if people come through the Pow Pow homepage. However, if someone links directly to my game they really don't know what the offline demo and full versions offer. I'm still working on this.

I purposely didn't put a bunch of nag-screens in the actual web demo. I figured the game would get a better word of mouth if people didn't think it was completely commercialized or obvious sales pitch. It's my own little experiment, we'll see how it goes.

But overall I'd say if you have a good system for version control then I say more demos the merrier. Just try to make them tie into each other somehow.

maksum
11-17-2004, 08:59 AM
Chris, your post was most helpful and informative. Thanks so much. I think I'll aim to have a downloadable demo. If not right at the start, then at least soon.

Mike

BlueWaldo
11-17-2004, 11:00 AM
Is the full version (exe) going to be in Flash also? There are programs such as SWFStudio (http://www.northcode.com) that can make a pretty good exe from an SWF.

It may be better to offer three options: web, demo, and full versions. Especially, if the exe will not run the same technology as the web version.

What is the difference between using third party software like this and just telling flash to publish to exe?

GameStudioD
11-17-2004, 11:57 AM
The flash projectors (exe's) that you export from flash are extremely limited. With SWFStudio and a handful of other programs, you can change window style, get rid of the right click menu and everything else to make it look like you never used flash. It even supports DirectDraw in fullscreen, but I havent tested it out yet.

I am waiting for version 3.0 of SWFStudio where they will feature encrypting the swf file, joystick support, and some other neat features.

arcadetown
11-17-2004, 01:15 PM
I purposely didn't put a bunch of nag-screens in the actual web demo. I figured the game would get a better word of mouth if people didn't think it was completely commercialized or obvious sales pitch.
Yes most online try/buy games get less attention no matter how good they are compared to freeware. With that thought, we played with the online version of BLOX Forever and the order buttons on the web page trying to avoid the $ one way or another. All attempts had a negative impact on sales. Our conclusion: push the full version sale as much as possible from every angle. Some users will buy it one way, others another way. The sum is more than any one piece can produce.

maksum
11-17-2004, 01:16 PM
What is the difference between using third party software like this and just telling flash to publish to exe?

GameStudioD answered this already, but they also allow you to read and write information to the users hard drive, so I can keep track of prefs, scores, etc.. I'm using Flash Studio Pro 2. I don't know a whole lot about swfstudio, but Flash Studio Pro 2 looks like it has joystick and graphics tablet support. I haven't experimented with it myself, but I saw the options there.

Mike

Chris Evans
11-17-2004, 04:42 PM
Yes most online try/buy games get less attention no matter how good they are compared to freeware. With that thought, we played with the online version of BLOX Forever and the order buttons on the web page trying to avoid the $ one way or another. All attempts had a negative impact on sales. Our conclusion: push the full version sale as much as possible from every angle. Some users will buy it one way, others another way. The sum is more than any one piece can produce.


Ah, thanks Brian for the insight!

You have a pont. For example, people don't like nag screens, but it does remiind them of the full version and you usually end up getting better sales with the nag screens.