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View Full Version : Effective Browser-Playable Design


Phil Steinmeyer
11-01-2005, 07:39 PM
This topic is meant to be half design/half biz.

I've got a soon-to-be released casual game, to be sold by the traditional download and try for 60 minutes model. I will shortly begin working on the browser-playable version. Technical issues aside, I'm thinking about feature designs - what should I cut from the full game, what should I keep, how should I try to upsell to the full game, etc.

There's already two older threads on effective nag techniques,
http://forums.indiegamer.com/showthread.php?t=3843&highlight=upsell
http://forums.indiegamer.com/showthread.php?t=1730

but those threads are more focused on using the downloadable demo to upsell, and they're primarily homed in on the nag screens. I'm thinking now about the browser playable version, and how to make it appealing in all aspects, and make it an effective upsell tool.

My game has a fairly solid story to it, and unique levels, with unique backgrounds.

I'm tentatively planning to:
Include the story, albeit in somewhat condensed form.
Include ~6 levels, (of the 50 in the game). If the user finishes these, then I'll likely cycle them at harder difficulty.
Include a nag screen at the end of each level.

Things I'm uncertain about:
How important is it to include music? Unfortunately, size restrictions would force me to use MIDI versions of my music rather than the downloadable game's MOD versions. MIDI sounds inferior, and it would take effort and money to convert the songs.

I currently have an integrated tutorial that stretches out, via various short dialogs, over the first few levels of the game. I think I'll likely cut my tutorial way down - maybe just go with a 'how to play' screen on the front end?

A question especially for those on the other side of the biz (portal operators, etc.) What seems to be most effective in compelling replays and eventually upsells for browser-playable games? What example games out there do it best?

Phil Steinmeyer
11-01-2005, 07:48 PM
Oh, and a follow-up. I know I've seen others speculate on this before, but does anybody have any reasonable guesses as to how much sales impact a good browser-playable version can have on your full version?

I'd especially love it if someone had data on a game that had been selling at steady rate X on a particular site for some time, then, upon the release of a browser-playable version, sales went to X + Y% - what's the value of Y?

I'm about 98% sure I'm going to do a browser-playable version, but knowing how big Y is would guide me as to how much effort to put into the browser version.