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Commercial game survey
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allnameswereout
2009-07-20 , 15:30
Posts: 3,397 | Thanked: 1,212 times | Joined on Jul 2008 @ Netherlands
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I'd want it to be easily installable (easier than pirating), and some kind of original/fun concept. I also want it to be optimized for the device; IOW not some kind of emulator crap.
Lemmings was fun. Worms was fun. Audiosurf was fun. Worms on touchscreen however would be a horror to control whereas Audiosurf might be actually fun with accelerometer.
It then doesn't matter if it costs 5 USD or 20 EUR. Its just the price you pay to support a quality game you have a lot of fun with.
And also it will shine inbetween all the thirteen in a dirty dozen games of 1-2 USD. If your game is good, it will sell, no matter if its 1 or 5 USD. In fact, if its good and a bit more expensive, that might make some people
more
comfortable to buy the product.
What I don't like is buying small/little stuff for a few bucks and then using it 2 times. Screw that.
If you think of it, something like a game utility like Blizzard's Mobile Armory for iPhoneOS (Blizzard WoW utility) or Utopia Angel for Windows (Swirve Utopia calculator) are very useful, and free, but if they costed a little bit they'd sell too.
This, and the fact I support an open source project like projectM (Milkdrop for UNIX), is the reason I bought
Helix for Wii
. But buying it was not convenient enough since I needed some kind of fake currency (Wii points) first.
As for ID Software, they only license their latest engine when there are no licensees anymore. So that is why Quake 3 engine took longer than expected; there was still a game in development based on this engine, where the game developers had a commercial license for that game. Makes sense. Plus, the new engine is so much more better that the older one is not competiting with their new commercial product.
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