Indeed, I agree that limited access trials are much better than limited time 
trials, given the choice, especially in games like Judgement day or Sarah 
where the area of the game is huge.

>From what I've seen of small companies producing freeware games, this seems 
to be the way they work as well.

but for some games, like tile puzle games, I'm not sure if a limited access 
demo is quite as helpful.

Beware the Grue!

Dark.
----- Original Message ----- 
From: "blind guy" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, September 14, 2007 2:04 PM
Subject: Re: [Audyssey] Demo Game Times - A Question


> Hi,
> I dont like timed trials either. The trial, for example, for
> JudgmentDay is perfect. i can put it on my system and come back to it
> next year (just as an example), and the demo would function just fine!
>
> I think all games should be like that, even a week for me is too short
> of a trial.
>
> But for those 1/3 day trial things, download the games when you're not
> busy. for example, its the weekend and you have time to kill, so you
> go and download those shorter trial things.
> that works for me.
>
>
>
> On 9/14/07, Dark <[EMAIL PROTECTED]> wrote:
>> I agree that 1 or three day demos are rather too stingy for you to get 
>> the
>> knack of a game, but for games that take a comparatively short time to 
>> play
>> like the 7-128 software games, a month's trial seems excessive to me.
>>
>> the point of the 7-128 games is that they are short and relatively easy
>> going, without lots of controls to learn etc. Just as you wouldn't ask a
>> video shop to let you wrent a film for a month, I don't think it's
>> reasonable to ask for this amount of demo time.
>>
>> remember, that even though people making accessible games are a very
>> generous bunch, it is necessary for them to vaguely make some money so 
>> that
>> they can go on developing.
>>
>> Personally, I'd say demo time should reflect the game in question. for a
>> hugely complex multiplayer internet rpg game, with new content added all 
>> the
>> time, a month's subscription seems fair enough, ----- it usually takes me 
>> at
>> least a couple of days to learn my way around the interface of such a 
>> game.
>>
>> but for fairly streight forward puzle and interactive fiction games such 
>> as
>> those produced by 7-128, I'd personally say 7-10 days.
>>
>> Beware the Grue!
>>
>> Dark.
>>
>>
>>
>>
>>
>>
>> ----- Original Message -----
>> From: "Charles Rivard" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" <gamers@audyssey.org>
>> Sent: Friday, September 14, 2007 4:21 AM
>> Subject: Re: [Audyssey] Demo Game Times - A Question
>>
>>
>> >I would give 30 days, but I think I'm generous.  These 1 to 3-day demos
>> > don't give enough time to get to know the game in order to decide 
>> > whether
>> > you want to buy or not.  Fact is, with such very short demo times, I 
>> > steer
>> > away from them altogether.  To me, this short time is more of a turnoff
>> > than
>> > a selling tool to a game developer.  I'm sure that a demo time of, say, 
>> > 30
>> > days will give you plenty of time to decide whether you want to buy or
>> > not,
>> > and you have time to spend with the game if you work all day and just 
>> > have
>> > evenings to do all of your home based stuff.
>> >
>>
>>
>> ---
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>
>
> -- 
> Regards
> Daniel
> Msn: [EMAIL PROTECTED],
> aim: [comng soon]
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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