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dxgame
06-23-2006, 01:01 PM
I've been getting emails from legit websites wanting a full version of a game, and in return they promise a review. How do you determine if the website is worth sending the full version to or not, or should any legit website who requests the full version for review get it?

I guess looking at their Alexa.com ranking could help, etc?

Arthur
06-23-2006, 01:18 PM
We used to be stingy about providing full review copies of our games. Now we look back and it seems very shortsighted.

If any half-reasonable website or media person would like a free copy, we always give it. You want visibility for your game, right? You will not get it by keeping it under lock and key, and you will certainly not be creating positive word-of-mouth if you annoy or frustrate those in a position to spread the word.

Are you afriad of losing 1 sale, or are you afraid of that one leak that supplies a copy to the pirate networks? Neither is worth worrying about, and if your game becomes even reasonably successful it will be pirated anyway.

Indiepath
06-23-2006, 01:39 PM
Give them a copy, it can only help your business.

bignobody
06-23-2006, 02:00 PM
I'm actually making a "Media" version of my game especially for this. Just like the Full Version, except it is clearly labeled as the Media version ("not for redistrubution" stamped everywhere) and also contains an extra mission with just 2 levels, so they can see the end sequences without having to play through 100+ levels...

Savant
06-23-2006, 02:37 PM
Don't worry about it. You do more harm than good by turning down people wanting to review your game. And even if the guy is scamming you, who cares? It's one sale.

electronicStar
06-23-2006, 02:58 PM
The only problem I see could be distribution of the file to warez channels.
As someone else said you could prevent that by creating speciall press versions.
If for example the request comes from "GameSiteXYZ" you could supply them with a special version that displays a small message at the bottom of the screen ,something like :
"Press release - version for GameSiteXYZ - do not redistribute". That and put a watermark somewhere in the binary .
That little message should be enough to prevent them from leaking this version to pirate sites.

ErikH2000
06-23-2006, 04:15 PM
The only problem I see could be distribution of the file to warez channels.
As someone else said you could prevent that by creating speciall press versions.
If for example the request comes from "GameSiteXYZ" you could supply them with a special version that displays a small message at the bottom of the screen ,something like :
"Press release - version for GameSiteXYZ - do not redistribute". That and put a watermark somewhere in the binary .
That little message should be enough to prevent them from leaking this version to pirate sites.
Clever, yes, and no doubt somewhat effective. But I think you have to look at the effort/reward ratio for things like this. How much time will you spend...

* Making a special build for each press contact. (Or writing that extra-nifty automated web page that watermarks the installer.)
* Patrolling crack sites, downloading copies of your game, checking them for a match that links it back to the press contact.
* Fixing the viruses you installed on your computer along with modified versions of your software you got from crack sites.
* Doublechecking old e-mails to make absolutely sure that only a certain press contact received the particular build you made.
* Writing e-mails to people you think stole your stuff, and replying to all the different things they will say back.
* Laying in bed at night feeling pissed off and unable to sleep as your thoughts keep returning to what some snotty little hackerboy said.

Naw, man. Just let it go.

-Erik

Davaris
06-23-2006, 05:23 PM
I like what Cas has done with his game. When it auto registers, it displays the game owner's name and street address in the main menu screen. A powerful motivator not to pirate yes? I wish I knew how to set up my website like that. :)

Savant
06-23-2006, 07:28 PM
The only problem I see could be distribution of the file to warez channels.
As someone else said you could prevent that by creating speciall press versions.
If for example the request comes from "GameSiteXYZ" you could supply them with a special version that displays a small message at the bottom of the screen ,something like :
"Press release - version for GameSiteXYZ - do not redistribute". That and put a watermark somewhere in the binary .
That little message should be enough to prevent them from leaking this version to pirate sites.
If pirates want your game, they're going to get it. Watermarking is a 10 minute hinderance to a determined pirate group. Don't worry about it. It's better to generate press than to sweat pirates.

TheMysteriousStranger
06-24-2006, 02:25 AM
I like what Cas has done with his game. When it auto registers, it displays the game owner's name and street address in the main menu screen. A powerful motivator not to pirate yes? I wish I knew how to set up my website like that.

I was thinking of doing something similar. I figure the simplest way to do this would be to setup the installer so that it has a literal string inside it somewhere (EG if you're using an installer maker, then simply add in a registry key) then when someone orders the game, you send the data to your server from the merchant system. PHP/ASP can then make a copy of the installer, find the literal string and replace it with the name/address of the purchaser. Hey presto, one customised game. The only drawback is that being a literal string, it would be easy for someone to find it and remove it. Though you could encrypt it, but it all depends how paranoid you are and how much effort you're willing to spend on anti-piracy measures.

Tom Ohle
06-24-2006, 03:17 PM
You can tell a lot from what a website looks like. If they have other reviews (and they're not terribly written), I think they're probably worth sending a copy to. Here's how I look at it: even if that site only gets 500 unique visitors a month, that's still 500 potential customers that will see your game and might buy it.

Fry Crayola
06-24-2006, 05:15 PM
On piracy - EA can't stop it. Ubisoft can't stop it. Unless you've had a stroke of genius that nobody else has had, you can't stop it.

So there's little point in wasting your time doing anything other than simple copy protection (if even that). Something that makes it hard to casually copy like you would copy a Speccy tape, and you're practically done.

Leading to the main point, I wouldn't worry. You should be able to tell the most legitimate of sites and people, and the clear scammers. The guys in the middle... well, if they're willing to go to lengths to blag free copies of the game, they're not very likely to pay if it doesn't work out. So I'd play the odds. The genuine guys will give publicity and hopefully sales. The dodgy folk (are there really that many?) might get lucky, but if they can be offset by the generated sales you win. Always.

kay.altos
06-25-2006, 12:43 AM
I've been getting emails from legit websites wanting a full version of a game, and in return they promise a review. How do you determine if the website is worth sending the full version to or not, or should any legit website who requests the full version for review get it?

I guess looking at their Alexa.com ranking could help, etc?

It depends. Which site asking you? Try search over this forum.

tretmike
06-26-2006, 05:08 AM
I've been getting emails from legit websites wanting a full version of a game, and in return they promise a review. How do you determine if the website is worth sending the full version to or not, or should any legit website who requests the full version for review get it?

By our experience, your biggest risk is to lose one license, but without giving an evaluation copy your risk is much more. Editors' reviews often spark greater interest than expensive advertising could. Be afraid not of losing a license but of missing an invaluable chance of having your brand covered in mass media.