Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!usc!apple!well!farren From: farren@well.sf.ca.us (Mike Farren) Newsgroups: comp.sys.amiga.programmer Subject: Re: Lemmings - a tutorial Part V (last) Message-ID: <23985@well.sf.ca.us> Date: 2 Apr 91 07:24:16 GMT References: <23788@well.sf.ca.us> <23837@well.sf.ca.us> <781@tnc.UUCP> <20213@cbmvax.commodore.com> Lines: 26 mykes@amiga0.SF-Bay.ORG (Mike Schwartz) writes: >>>Unfortunately, the sales life of a game is about 3 months. Royalties >>>don't keep trickling in. >> >> Good _games_, ones that have a depth beyond flashy graphics, and >>have replayability, do continue to sell (though they do best when first >>released, like most authored products). Sure, they do eventually trend >>towards 0, but by no means do they walk off a cliff for a good game >>(or even a well-done flashy game). > >Wrong. If a dealer has the luck to sell out every copy of a game that >he has after 3 months, he won't order more. He'd rather use the shelf >space for a new game. Hmm. Then why is it that I'm still getting royalty payments for Storm Across Europe, nearly a full year after its release? Why is it that my very first game, Temple of Apshai, paid me substantial royalties for *four* years? Action games, glitzy games, arcade-type shoot-em-up games; yes, those do have a very short lifespan, remaining alive only until the next, glitzier, flashier game comes along (I own a few of those myself :-). A good, solid game with depth can sell for a long, long time. -- Mike Farren farren@well.sf.ca.us