Elig
01-14-2006, 05:57 AM
Alright, it's a strange title I know, so allow me to explain. I've noticed that a lot of (What I consider to be) very successful shareware games (The Exile/Avernum series, Escape Velocity, etc.) use a very different method of selling their games than some unsuccessful shareware games (which I will not name :p). In the successful games, you never seem to be nagged to buy the product, or if/when you are, it's very non obtrusive.
Take Escape Velocity, on the website, they dont announce that the game is a demo, or that it costs such and such to buy, they just have information, a download button, and a purcahse button. In game, occasionally you are nagged by an in game character which simply says "Dont forget to pay your shareware fee!". Infact, in game, there is no "Order now" button or registration information of any kind. Ontop of this, this game goes against what many people consider to be the best way to sell an independant game, the demo for escape velocity is exceptionally long. It's downright huge.
And then there's Avernum. On the avernum website, there is simply a download free demo button. To order a game, you have to access a completely different part of the website. Although Avernum contains an ingame "Order information" button, this button does not link to the website. It only provides a telephone number, mailing address, and the website address in text. Also, Avernum contains no nagging what so ever, the demo is unbelievably long, and when it finally ends, you're warning is an in game character who informs you that to play further, you must register.
And a more familiar independant game company that goes against the tradition would be Jagged Blade Software. They offer absolutely no order mechanism I can find on the main website, and do not mention on the website that the game is limited in any way. They simply offer a "Free download" and in game you may use the order button to purchase. Nexus says that he's currently making about $1000 a month, which since Xeno Assault 2 costs about $20, then they have about 50 or so sales per month. Ofcourse, Im assuming that the sales of both their games are combined, and that the $1000 a month figure is the total from games sold in a month.. and that's just a very rough estimate. And this figure may be only a random increase in sales, for whatever reason... Still, if it's anywhere near that, it's a lot better than the people who are selling only 5-15 a month.
This also brings up another interesting point, which has been brought up before, the use of order/purchase versus the use of BUY. Buy is ofcourse, a hard selling technique, versus purchase which is a soft sell, and I respect that, except for the fact that the games who use the term buy dont appear to be doing too well. Ofcourse, there are always exceptions, but it seems that a majority of the games who use the term buy versus the term purchase arent doing as well as their counterparts.
My real question is, what terminology do you use in your game/website to sell your product? What kind of nagging do you use, if any, and what kind of placement of purchasing buttons do you use on your website/game (Prominent, big, small, etc.)? And, what are your reasons for using the terminology/nagging etc. that you do? And, one more, just to put this in perspective... Do you make 40+ sales per month?
Take Escape Velocity, on the website, they dont announce that the game is a demo, or that it costs such and such to buy, they just have information, a download button, and a purcahse button. In game, occasionally you are nagged by an in game character which simply says "Dont forget to pay your shareware fee!". Infact, in game, there is no "Order now" button or registration information of any kind. Ontop of this, this game goes against what many people consider to be the best way to sell an independant game, the demo for escape velocity is exceptionally long. It's downright huge.
And then there's Avernum. On the avernum website, there is simply a download free demo button. To order a game, you have to access a completely different part of the website. Although Avernum contains an ingame "Order information" button, this button does not link to the website. It only provides a telephone number, mailing address, and the website address in text. Also, Avernum contains no nagging what so ever, the demo is unbelievably long, and when it finally ends, you're warning is an in game character who informs you that to play further, you must register.
And a more familiar independant game company that goes against the tradition would be Jagged Blade Software. They offer absolutely no order mechanism I can find on the main website, and do not mention on the website that the game is limited in any way. They simply offer a "Free download" and in game you may use the order button to purchase. Nexus says that he's currently making about $1000 a month, which since Xeno Assault 2 costs about $20, then they have about 50 or so sales per month. Ofcourse, Im assuming that the sales of both their games are combined, and that the $1000 a month figure is the total from games sold in a month.. and that's just a very rough estimate. And this figure may be only a random increase in sales, for whatever reason... Still, if it's anywhere near that, it's a lot better than the people who are selling only 5-15 a month.
This also brings up another interesting point, which has been brought up before, the use of order/purchase versus the use of BUY. Buy is ofcourse, a hard selling technique, versus purchase which is a soft sell, and I respect that, except for the fact that the games who use the term buy dont appear to be doing too well. Ofcourse, there are always exceptions, but it seems that a majority of the games who use the term buy versus the term purchase arent doing as well as their counterparts.
My real question is, what terminology do you use in your game/website to sell your product? What kind of nagging do you use, if any, and what kind of placement of purchasing buttons do you use on your website/game (Prominent, big, small, etc.)? And, what are your reasons for using the terminology/nagging etc. that you do? And, one more, just to put this in perspective... Do you make 40+ sales per month?