267 lines
15 KiB
Plaintext
267 lines
15 KiB
Plaintext
This article was published as:
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"Alternative Marketing Methods:
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Self-Publishing via Shareware and Low-Cost Retail"
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Proceedings of the Eight Annual Computer Game Developers Conference
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Apr. 1994
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Note: Some of the information in this article is old and out of date.
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Alternative Marketing Methods:
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Self-publishing via Shareware and Low-Cost Retail
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copyright 1994 Diana Gruber
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So you want to be a game developer? Don't we all. Believe me, it's a
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rough business. You invest your youth and energy, you stay up all
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night programming, and you pour your heart into your creation, all
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the while hoping someday it will pay off.
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The problem is, while perfecting your game, and concentrating on
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every detail of optimizing your code and making your game beautiful
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and fun to play, you neglected to formulate a business plan. You
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don't know how to sell your game after you finish writing it. What do
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you do now? Do you pitch your game to a big publishing company and
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hope for the best? Do you send copies to hundreds of publishers and
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hope one of them will find it acceptable? Do you wait for weeks by
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your mailbox collecting rejection notices?
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I am here to tell you there is another way. You can self-publish your
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game. Self-publishing is not only within the realm of possibility, it
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is, an excellent idea. Many authors have found self-publishing games
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to be not only profitable in the long term, but highly satisfying. It
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makes you feel good to be your own boss, to control the destiny of
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your program, to make decisions yourself, and to gain respect in the
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industry as you grow and promote your products and yourself. With a
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little insight into the dynamics of the industry, it is possible to
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earn a living on games without surrendering your program to one of
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the big game publishers. It is possible to market your games
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yourself.
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The first, most obvious, way to self-market games is through
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shareware. In the beginning, it was not believed that shareware was
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a viable channel for marketing games. A few of the early popular
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games did well, such as Nels Anderson's Mahjongg, but without strong
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registration incentives, most games were played and discarded without
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generating much income for the authors. That all changed when Scott
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Miller of Apogee Software invented the trilogy concept of shareware
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games. In this genre, a game, usually an adventure-arcade game, is
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broken up into "episodes". An episode typically contains about 10
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levels. The first episode is freely distributed via shareware
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channels, and the player is required to send in money to get the
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other two episodes. Scott Miller has parlayed this idea into a
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multi-million dollar company.
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Other registration incentives have also been tried with Apogee games.
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Cheat codes are made available in the registered versions, but not
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documented in the shareware versions. Time delays between levels also
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improve registration rates. As Scott pioneered shareware registration
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incentive techniques, other companies have followed suit with similar
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schemes.
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Besides registration incentives, massive distribution is necessary
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for a shareware game to be a success. The best way to ensure massive
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distribution is to have an excellent game. If your game is really
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good, your users will distribute it for you. They will upload it to
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bulletin boards, give it to their friends, pass it out at user group
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meetings, etc. Shareware vendors supplement the efforts of users to
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distribute your software. There are many kinds of shareware vendors,
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and they distribute in many channels. Some publish catalogs, some
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distribute via on-disk catalogs, some sell on CD-ROMs, and some sell
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on racks in stores. Shareware vendors are always trying to think of
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new ways to sell shareware, and you will sometimes hear of shareware
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vending machines, shareware pre-installed on new computers, magazine
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cover disks, etc. As you can see, there is no shortage of
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distribution for shareware. All distribution is not equal, though,
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and we will discuss some of the controversy surrounding the various
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distribution methods in a few minutes.
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When designing a shareware game, think about your audience. First of
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all, you want your users to be able to play your game right away. If
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it takes them more than 5 minutes to figure it out and get started,
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they will give up and delete it. Second, your game must be addicting.
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You want them to start playing right away, and keep playing for
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hours. In some ways, this is a rougher standard than a retail game.
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When a customer buys a retail game, they have already invested money
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in it, and they are going to take a little longer to understand the
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game and learn to play it. When they are downloading a shareware
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game, they are evaluating it, and deciding not only whether they want
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to invest more money in it, but whether they want to invest more time
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in it. With the retail game, since the money is already invested, the
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time investment is a given.
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It is very important these days for a shareware game to have good
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graphics. While 16-color graphics are acceptable, they will not sell
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as well as 256-color graphics. Good art is important. Good music and
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sound effects, and sound card support are also important. Shareware,
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like retail, is a competitive market. If you want your program to be
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noticed, you must make it stand out.
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It is less important that a shareware game run on all platforms.
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Shareware allows plenty of room for innovation. If you want to write
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a game that supports only 1 meg SVGA cards and requires 8 meg of RAM,
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you can get away with it in shareware. You will have a smaller
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audience, but you will have an audience. It is more difficult to sell
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a game with restrictive hardware requirements to a publisher.
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Publishers have their own in-house standards, and will require that
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your game must be able to run on their chosen subset of computer
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hardware. With shareware, you have the freedom to experiment,
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understanding that you also have the freedom to fail.
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Traditional shareware is only one way to self-publish your games. In
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recent years we have seen the emergence of rack vendors and "Low Cost
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Retail" (LCR) vendors. These are distribution outfits that will take
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your game and put it in various chain stores at a low price and give
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you a small royalty. When I say small, I mean the typical royalty
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will range from 10 cents to 60 cents per disk. It doesn't sound
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like much, but the distribution is massive, and authors are reporting
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getting excellent royalty checks from LCR vendors.
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The primary difference between a LCR vendor and a traditional retail
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publisher is the LCR vendor is not involved in the development of the
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program. The LCR vendor collects submissions from authors, usually
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shareware authors, and builds a product line of 2 dozen to 4 dozen
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titles. These are then placed in stores and distributed through
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several channels. The goal is to get as many titles as possible in as
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many stores as possible, and this method of distribution is becoming
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increasingly effective.
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Another difference between LCR vendors and game publishers is the
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ownership of the program. With LCR vending, the programmer retains
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ownership of all the copyrights and trademarks. This works in the
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author's favor, as a game can be re-released in the future. The shelf
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life of a typical retail game is 6 months to 2 years, but an LCR game
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can continue producing income indefinitely.
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LCR contracts vary. Products can be shareware or non-shareware,
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exclusive or non-exclusive. Non-shareware, exclusive titles generate
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the highest royalties, non-exclusive shareware titles typically
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generate royalties in the range of 10 cents per disk.
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A list of some of my favorite royalty-paying rack vendors is included
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at the end of this article. If you want to submit your program to
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LCR vendors, I suggest you study the list and contact as many of them
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as possible. Try to find LCR vendors that are appropriate to your
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product.
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When designing your game, keep in mind the differences between an LCR
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product and a shareware product. The LCR customer, unlike the shareware
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user, is an impulse buyer. He is not interested in evaluating a
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product before buying it, he is interested in throwing a box in a
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shopping cart. He is more likely to buy a title that he quickly
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recognizes. In my case, I have found that solitaire card games and
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simple gambling games like slot machines sell well on the racks. Most
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impulse buyers recognize these games and won't hesitate to buy them
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for themselves, or perhaps for members of their families. Adventure
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games, puzzle games, and arcade games also sell well, but the more
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esoteric a game is, the smaller the audience it will attract.
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LCR games sell best when there is a screen shot of the game on the
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box. Design your games with excellent graphics, because the LCR
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vendor is going to want screen shots. It is one of the most important
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selling points of an LCR game.
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LCR games should not require printed manuals. They should be easy to
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play using only the online help. If your game requires a manual, you
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should either go straight retail, or you should stick with shareware.
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A printed manual is generally acknowledged to be an excellent
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registration incentive for a shareware product. Likewise, technical
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support will kill an LCR product. When you are selling a game in the
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$6 range, you are not allowing any money to cover technical support
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costs. If your game needs technical support, release it as shareware
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and make the technical support a registration incentive. Hints and
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cheats are an excellent way to get a player to register, especially
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if they are stuck half way through the 9th level of a 10 level game.
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Give them an 800 number to call to register the game, and when they
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register, tell them how to beat the level.
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LCR racks consist of exclusive and non-exclusive titles that are not
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shareware. That means, the author can not demand additional payment
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from the users who have bought the game in a store. However, you can
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still make money on after sales of related games. "If you liked
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Ping Pong, you are going to love Table Tennis Deluxe". Include a plug
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for your other games in your exit screen, or write a small on-disk
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catalog with a printable order form. Think in terms of maximizing
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your sales in all channels simultaneously.
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Since exclusive games generate the best royalties, write lots of
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these. Design your games in such a way that you can create multiple
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exclusive titles. If your game has levels, you can put 10 levels on
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one rack, and another 10 levels on a different rack. You can change
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the title and change the artwork and recycle the code to maximize
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rack coverage. Also popular are "game packs". If I write 6 solitaire
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card games, I can put 3 on one rack, and 3 on another rack, and then
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mix together one from each rack plus a new game for a third rack. The
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more games you have, the more room you have for this kind of
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marketing.
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Be careful with exclusive contracts. Insist on a performance
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guarantee. If a game doesn't sell, reserve the right to take it to a
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different vendor. Otherwise, an LCR vendor can tie up your game in a
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non-productive exclusive contract for years. If possible, reserve the
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right to market a program via shareware simultaneously with the LCR
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distribution. If the LCR vendor insists on no shareware version, then
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he should pay you a higher royalty. Keep in mind, whenever you give
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something away, you should get something in return. If you sign an
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exclusive contract, you deserve an advance against royalties. Do not
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sign away a right of first refusal on future program unless the
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vendor gives you a very, very large advance. If the vendor does not
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want to pay you an advance, then reserve the right to release the
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program in some other channel.
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Non-royalty shareware racks still exist, and some authors find them
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profitable. Some authors have programs which are so hot, they want
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any kind of distribution they can get, and will place their games on
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any kind of rack and CD-ROM. That works for some authors, but it
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doesn't work for all of us. Many authors report that their
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registration rates from non-royalty racks are as low as 1 in 3000, or
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even worse. The problem seems to be, when people buy software in
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stores, they are not in the habit of paying more money for it. It is
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less confusing to the public if they can buy the game outright and
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not owe additional money to the author. However, this issue is still
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the subject of much controversy, and results will vary for different
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companies and different games. It is best to go into this kind of
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situation with your eyes open, and study the issues before allowing
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distribution of your shareware program on non-royalty shareware
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racks.
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The CD-ROM market is also controversial. Some CD-ROM manufacturers
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put a dozen or so carefully-chosen games on a disk and pay a small
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royalty to the authors. Authors report being pleased with the
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results. They report being less pleased with CD-ROMs that contain a
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"gigabyte of shareware", or hundreds of titles downloaded
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indiscriminately from bulletin boards without regard to author
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distribution requirements, current version numbers, hacks or viruses.
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This type of CD-ROM is less effective at generating registrations for
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the author because individual programs tend to get lost in the huge
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volume of software available. Also, the trilogy method doesn't work
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well when there are so many games available. Instead of registering
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to get episode 2 of Commander Keen, the user will simply start
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playing episode 1 of Duke Nukum, for example.
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License agreements are very important for shareware programs. When
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you release a program, it will stay released. There is no way to call
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back a program once the shareware distribution has been started.
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Therefore, it is important that you get the license agreement right
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from the beginning. Do not give away any rights that may later be
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valuable to you. In particular, do not give blanket permission for
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shareware vendors to distribute your program. Require that vendors
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get written permission before distributing in stores. In general, you
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do not want shareware vendors to sell a non-royalty shareware version
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that will compete in the same store with your royalty LCR version.
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To avoid this kind of situation, take care to reserve your rights. If
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you have questions about copyrights and distribution restrictions,
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talk to a knowledgeable attorney.
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In conclusion, self-publishing games through shareware and low cost
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retail is profitable and satisfying, but requires a thorough
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understanding of the market to be successful. There is room for
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innovation, and there is also potential for disaster. Your program is
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valuable, and deserves to be marketed in an optimal manner. Design
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your program to fit your marketing strategy, and choose a marketing
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channel that fits your program. Protect your rights, study what the
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other authors are doing, and talk to as many vendors as possible.
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Good luck!
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