Two versions could be offered. A lite  and a separate download for the full 
version

Sent from my iPad

On 16 Jan 2013, at 21:59, Draconis Entertainment 
<gene...@draconisentertainment.com> wrote:

> Hi Tom and Dark,
> 
> THanks for the feedback. As I tried to make clear in the original response, 
> playable demos are something that are being continually discussed and thought 
> about here. It's not an area where we are dead set on any specific course of 
> action.
> 
> To clarify: When asking a user to invest $30-$40 in a title, we feel very 
> strongly that it was essential to offer a playable demo.
> 
> In lowering the price, we have to balance the added overhead of managing 
> demos and accepting potentially higher levels of piracy from users finding 
> ways to exploit the demos.
> 
> Using some random numbers just to illustrate an example…
> 
> If five people do not purchase the game because there is not a playable demo 
> and no one of their acquaintance has a copy on their machine that they can 
> play for a few minutes, we've lost five sales at most.
> 
> If we offer a demo, and an exploit means that 50 people pirate the title, we 
> have potentially lost a maximum of 50 sales, plus the time spent implementing 
> the unlockable demo, etc.
> 
> And, just to throw out some real world numbers…just in what we've been able 
> to track, we know that MonkeyBusiness has been pirated by around 300 users at 
> minimum, and potentially many more. In an industry as small as ours, that is 
> not insignificant.
> 
> We are not saying we will definitively not do demos…but it is something that 
> we need to weigh the pros and cons for very carefully, and make sure that it 
> is worth it overall.
> 
> Sometimes, doing the best thing for the customer is costly. Our registration 
> keys, for example, are not tied to hardware the way, for instance, GMA's are. 
> We do this because we understand the frustration for users upgrading to a new 
> system, or who have multiple machines they want to be able to play the game 
> on. As a result, we've had to accept a very, very high rate of piracy of our 
> games. In bringing the cost down, it is harder justifying all of these kinds 
> of things, and we need to weigh each very carefully.
> 
> Hope this helps clarify.
> 
> On Jan 16, 2013, at 3:49 PM, Thomas Ward <thomasward1...@gmail.com> wrote:
> 
>> Hi all,
>> 
>> I find myself in agreement with Dark on this issue of demos. While I
>> realize Draconis is attempting to bring the cost down on new and
>> existing games I'd still prefer to try before I buy a game. Even if a
>> game is only $10 I don't really have it to spend frivolously. As I am
>> married, have a family to worry about, etc I tend to watch every
>> dollar and only pay for things that I am absolutely sure I want.
>> Sometimes an audio trailer and a brief description isn't enough to get
>> me to purchase a product.
>> 
>> I'll offer an example here. I do not consider myself much of a Harry
>> Potter fan. Oh, I've watched the movies, read the books, and for me it
>> is something I can pretty much take or leave. So I'm not actively
>> looking for games etc with Harry Potter themes. So something like
>> Sarah would not attract my attention because of the Harry Potter type
>> theme alone.
>> 
>> Moreover I heard audio trailers, read descriptions of the game in
>> early development, and for the most part I blew them off. However,
>> when I got to play the demo of Sarah I became hooked on the game
>> itself, and wanted to see more of the castle, see how far I could get,
>> and it was the demo that convinced me to cough up the money for the
>> game more than any other factor. So you see even if Sarah had been
>> $10, which would be more than reasonable for that game, I wouldn't
>> have paid because I didn't think I would like it until I actually
>> played the demo.
>> 
>> There have been other cases where my decision to buy or not to buy
>> have been based more or less on the quality of the demo. If a demo
>> isn't available I'm going to be less likely to pay for the game unless
>> I have money to burn and have no prior commitments which is usually
>> never. :D
>> 
>> Cheers!
>> 
>> On 1/16/13, dark <d...@xgam.org> wrote:
>>> Hi.
>>> 
>>> As regards demos, I'm afraid I'm a little confused as to your reasoning that
>>> 
>>> bringing the price down automatically means you don't need a demo. This
>>> might be true for games such as silver dollar where the over all price is
>>> extremely low and the game is more than simple enough to understand from an
>>> 
>>> audio clip, but for something more complex that might not be the case,
>>> indeed there have been several occasions in the past that I only recognized
>>> 
>>> the worth of games myself by playing them.
>>> 
>>> I did not for example think much to the initial idea of audio pinball from
>>> the audio clips or promotional material. i was not convinced how much fun
>>> the game would be, since from what I heard it didn't seem you had much
>>> tronol over events in the game and had to just hit buttons occasionally.
>>> 
>>> if you had asked me to hazard even as little as 5 dollars on the game, I
>>> probably wouldn't have done so, since I didn't find the idea appealing and
>>> being carefull about money, don't particularly like throwing away even a
>>> small amount on something which might not be entertaining for a long
>>> period.
>>> 
>>> Since however a free demo was available, I had nothing to lose in trying the
>>> 
>>> game, and when I tried the game i found the experience of playing the game
>>> extremely different from my preconceptions, which it turned out were utterly
>>> 
>>> wrong. I now regard both esp pinball titles as some of the best arcade games
>>> 
>>> available and would highly recommend them to anyone, but that would not have
>>> 
>>> happened if I had not had the direct experience of playing the demo
>>> version.
>>> 
>>> Likewise, I will probably not buy change reaction since I did not enjoy the
>>> 
>>> previous demo, but if I had an opportunity to play the newer version and
>>> observe the changes (no pun intended), in the game for myself, that may well
>>> 
>>> be different, however I don't particularly feel i have enough money to
>>> hazard 10 dollars on the possibility.
>>> 
>>> thus, I would suggest that even if it does! take more time in developement,
>>> 
>>> any game which is priced more than five dollars due to it's complexity and
>>> interest really should have some sort of demo available for it, particularly
>>> 
>>> for games with a different audio complex, or games that require complex
>>> actions to play.
>>> 
>>> Most Visually impared people are not particularly wealthy, therefore it
>>> makes sence they be carefull with money. Part of that care will naturally
>>> not involve hazarding money on things just on an offchance, and since games
>>> 
>>> are a luxury item, people will need to be extra sure of what they're
>>> getting.
>>> 
>>> this is why I myself rarely buy a film or tv series on dvd that I have not
>>> seen before and thus will be certain it is something I will want to watch
>>> through several times, and the same applies to games, which is why I'd
>>> personally recommend rethinking the demo policy, ---- even if not for all
>>> titles.
>>> 
>>> All the best,
>>> 
>>> Dark.
>>> 
>>> 
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