Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!wuarchive!uunet!stanford.edu!agate!garnet.berkeley.edu!deadman From: deadman@garnet.berkeley.edu (Ben Haller) Newsgroups: comp.sys.mac.games Subject: Re: Solarian II Message-ID: <1991May4.211138.3512@agate.berkeley.edu> Date: 4 May 91 21:11:38 GMT References: <1991Apr26.175655.11136@cunixf.cc.columbia.edu> <1991Apr27.004240.8537@news.iastate.edu> <1991Apr30.135427.16076@mmm.serc.3m.com> Sender: root@agate.berkeley.edu (Charlie Root) Organization: Stick Software Lines: 46 In article <1991Apr30.135427.16076@mmm.serc.3m.com> pejacoby@mmm.serc.3m.com (Paul E. Jacoby) writes: > When I sent in my cash, I asked Ben why it >wasn't a commercial game. I haven't gotten a response, but I suspect >that Spectrum Holobyte would snap this thing up if he wanted to sell >it. Well, since I get this question so often, perhaps it's of general enough interest that I should post a reply. When I first wrote Solarian II, I tried in various weak ways to find a publisher. I had absolutely no idea how to contact a publisher (little did I know that most of them have phones :->), like asking friends, calling Mac magazines, etc. With hindsight, I am amazed that I was so clueless that I never managed to actually get in touch with a real honest-to-god software publisher. By the time I got a clue, Solarian II had been posted for some time, and therefore all of the publishers who talked to me said things like "We'll publish it, but you'll have to produce a substantially improved version so all the people who bought the shareware version will buy our version too", or alternatively "We'll publish it, but you've got to make a Mac Plus - compatable version", which I didn't want to do. A lot of them also wanted things like a CritterEditor (which may be trademarked by whoever Patrick Buckland sold Crystal Quest to, I wouldn't know, sorry if it is), which I feel *strongly* is a bad idea if not done very carefully - game design is not trivial, and the "parameters" of a game are very carefully tuned. But the main reason I haven't gotten it published is that: 1. Publishers are flakes. They don't return your calls, they have absolutely no incentive not to milk you for every last penny you own, they want control over packaging, etc., whereas I want total creative control, etc. 2. I make enough money to consider it worth my effort right now, which is all that really matters. Due to these two reasons, I intend to distribute everything I write that isn't written under contract to someone else, as shareware. I heartily recommend that others do so too; I've had a lot of success with shareware, quite possibly *more* than I would have had going the commercial route. And as more people get access to online services, shareware's viability continues to rise. Sorry if someone doesn't think this appropriate posting material for this list; it seems at least marginally relevant (distribution & publishing of games, etc.) If people tell me not to post such things, I'll abstain, but I've never gotten shouted at yet (at least not for this particular trait... :-> ) -Ben Haller (deadman@garnet.berkeley.edu) "Passion is an art form It is not sex, it isn't fashion..." - The Horseflies