Path: utzoo!attcan!utgpu!watmath!watdragon!tiger!achowe From: achowe@tiger.waterloo.edu (CrackerJack) Newsgroups: comp.sys.atari.st Subject: Sell or PD -- some thoughts. Message-ID: <15273@watdragon.waterloo.edu> Date: 20 Jul 89 13:50:27 GMT Sender: daemon@watdragon.waterloo.edu Reply-To: achowe@tiger.waterloo.edu (CrackerJack) Organization: U. of Waterloo, Ontario Lines: 83 I'm also currently in the process of writing a game (actually on hold do to summer job as a programmer) but I have an answer to your question about selling and PD (not necessarily the right one). The way I figure it is this: 1) If you sell a game through a company you make squat for royalties. You could also sell the rights to the program completely for lump sum but if they make it sell then you'll be kicking yourself till you die. 2) If you sell as an independent with no 'name' or 'imagine' then you make investment to packaging and promotion. This may be alright but you need either: a) several titles to sell and/or b) an excellent sound, solid, sellable product (SSS) eg. FTL/Software Heaven came out with << Sundog >>. Excellent quality. Next they released << Dungeon Master >> and they didn't rush it either. Following that came << Oids >>. All of these games are fun and meet the SSS standard. Any time FTL come up with a new game I'll be able to trust the quality of ideas and code. If your product is inferior to an already existing product or buggy or difficult to use (bad user interfaces have been know to make or break the product and company image eg. << Auto Duel >> gasp!! vs. << Roadwar 2000 >> a good product) then you may be making an outlay of monies that are going into a black hole. 3) That leaves the Public Domain of which two paths can be followed. a) Release all your code and ideas into the world for free never expecting a dime. If your code meets the SSS standard then this only helps to build a reputation. eg. Simon Poole and his << Uniterm >> product. Also GNU software is often good. An other good example are the guys behind << Sozobon C >>. If they had more time they could really put together a solid fully optimizing compiler at lot like WatCom C for the PC. With the support of the library writers for dlibs, fplib, and gemfast, the << Sozobon C >> compiler (which I use) have my highest respects. You may be offered a job or at least recieve inquires either for work or your product by companies. Also I find that repect is often more important than the money, but we still must live in a modern world and so must earn a living. b) My last point is the idea of releasing early versions into the PD to: i) sample the market ii) beta test software iii) cheap promotion and advertising From here you can decide whether you would like to become an independent, sell your product to a companies, or just carry on releasing into the PD updates because its more a fun casual past time than a money making venture. eg. Take the writers of << Quick Software >>, Darek Mihocka and Ignac Kolenko. I believe that they are upper year or grad. students here at U. of Waterloo (since they have unix accounts here). I have not met them, but I see their intentions as mentioned in the above point. They have several utilities that seem to meet the first two SS and are trying to determine the third S (sellable) by sampling the market. None of this helps with programming but I hope this paints a picture of an industry infested by a big blue bully in which machines with less market share must try to survive with what software exists or trickles into existence. - Ant achowe@tiger.waterloo.edu | "Murdered by pirates is good." __ _ | - The Princess Bride (movie) / _ _ _ |/ _ _ | _ _ |/ | \__| `<_\<_ |\|= | ` \_/<_\<_ |\ | disclaimer...