Hi
![Smile :)](http://game-editor.com/forum/images/smilies/icon_smile.gif)
Nice interesting answers here.
Edh, I'll try to answer with honesty to your question.
===> Yes I download stuff, a lot of stuff. It doesn't mean I don't buy
anything. I tend to buy almost the same amount of stuff I used to
buy before the whole Internet P2P crazyness. The products I'm willing
to put money into are things that are really cult to me.
I would say that the games I buy (sometimes quite compulsively)
are often cult to me when a lot of soul and heart are put into those
games, and when it depicts something quite personalized, with
strong characters and stories, and solid gameplay. I don't care for
a game without a twisted concept, without humor, or with faceless
characters with no spine.
For example, the last game I fell in love with was "Conker's bad
fur day" (N64), emulating it on PC ; man when you play that game
you really feel the pleasure and passion the creators must have !
That funny squirrel and his opponents were loved from day one
by his creators, and you can feel it at any time.
So now I have an urge to possess the original conker in its box,
complete with manual (well first I have to find a used N64
![Wink ;)](http://game-editor.com/forum/images/smilies/icon_wink.gif)
),
and as I recently bought an Xbox, I'll have to buy the remake
"Conker Live and reloaded"... (and why not find conker's pocket
tales on gameboy ?
![Wink ;)](http://game-editor.com/forum/images/smilies/icon_wink.gif)
). Other games I tend to buy and collect
are graphical adventure games and specific action/arcade stuff.
I may be from the old school, but I have to possess the material
thing with the goodies, that's why buying a virtual software/music/etc
without a physical support, box, cover, is not really for me. I'm not
sure the new generations are different on that level.
===> I wouldn't be that pessimistic about the industry... Just look
at sales figures for games like Halo, GTA, etc., those games are
certainly a lot pirated, but at the same time they break sale record
after sale record.
About mobile games, as I feel it's the goal most of the people have
in here, I think most of mobile gamers would be willing to pay. The
problem is making sure to reach the people (find a way to be distributed
by phone companies in their games portals, be well referenced, online
shops, etc., tease well the potential buyers with an accurate and tempting
description and screenshots, etc.), and make it really easy to buy and
install, without a hassle.
My opinion on how to not be killed by piracy, for a developer:-
Put a lot of your heart in your game, let it have soul and character, so it will
get enough cult polish that shows, and a lot of people will be willing to buy it, after
viewing a demo or trying it.
(why should gamers care about the same game done and re-done again without much
change... why wanna possess "PES #12.5 remix" or "Toca Racing #26 ultimate revenge" ?)
-
Provide good support for bugs, improvements, and porting of the game on newer
platforms, why not make it free after a good time of commercial exploitation ? (let it have
a long life and give to the enthusiasts a way to still be able to play it through time, without
being ripped off by buying the same game again and again).
Letting the game have a long life time and visibility, will open the opportunity to make
sequels.
-
Find a way to render the selling more "material".
Why would someone care to buy a virtual product, if in the end it's just a file, just like
the file that can be found on a P2P network ?
Something like a shipped 8cm printed CD, with a nice cover, would make it more real, and
would answer the urge of possessing, in the buyers mind.
That's my two eurocents.
Best wishes.