Path: utzoo!attcan!uunet!husc6!bloom-beacon!tut.cis.ohio-state.edu!ucbvax!obsolete.UUCP!nazgul From: nazgul@obsolete.UUCP (Kee Hinckley) Newsgroups: comp.sys.apple Subject: Re: Piracy Message-ID: <8905261420.AA22005@obsolete.UUCP> Date: 26 May 89 14:20:54 GMT Sender: daemon@ucbvax.BERKELEY.EDU Organization: The Internet Lines: 31 > WRONGO!!! Above it was stated that it costs ~$5-$10 to package a game and the > rest of the $35 goes into advertising. The truth is (and Im in the business), > that it costs about $2-3 tops to package, and advertising is not that much > since not that many programs get advertised. Think about how many GS games > you've seen ads for (Alien Mind, AppleWorks GS). The high prices of software > is not to cover costs, but to cover TIME. You have to realize that it takes a > It depends on what you are selling. I was speaking from experience as well. But the programs in question did not have enough of a market to justify being mass produced or having the normal distributors pick it up. So they were hand copied, advertised, etc.. If you have the distribution channels then you don't have to worry so much about advertising. For what it's worth, one is a Hypercard stack called "HyperChef", the other an educational program (available on the ][, written in Aztec C (and as someone mention already, I certainly didn't use their I/O routines)) called "War or Peace? You Decide!" (I didn't pick the title). The company distributing them still exists, but it barely survives, and I've certainly never seen any money from the stuff. (I kind of keep hoping they'll give up and I can try and get the stuff out their properly.) -kee Home: obsolete!nazgul@bloom-beacon.mit.edu Work: nazgul@apollo.com BBS: obsolete!pro-angmar!nazgul@bloom-beacon.mit.edu or nazgul@pro-angmar.cts.com (somewhat slower though) 617/641-3722 (300/1200/2400) -------