true.
I do have my games I test but don't run them all the time.
Actually right now its mid summer here.
running games?
I can test if I need to but it does not cool right down these days.
At 04:06 a.m. 4/01/2010, you wrote:
>Hi David and Dark,
>
>I also think that the final price of the product has an impact on this 
>decision. What you are essentially doing is paying the beta testers for their 
>work, and so let's say that the game will sell for 25 or 30 dollars then 
>that's probably a reasonable amount to give in return for testing which in 
>turn would most certainly warrent a free copy. If, however, the game or 
>product sells for $150 then I would argue that a free copy is too much payment 
>in most cases. If the testers spend a year running the program over and over 
>again then it probably is not, but in most cases I'd say that it is and then a 
>price reduction would be in order instead.
>
>In short, one has to decide what one as a developer considers to be a 
>reasonable amount to pay for testing and if this covers the cost of the game, 
>give it out for free and if it does not cover it, give a reduction.
>
>Kind regards,
>
>Philip Bennefall
>----- Original Message ----- From: "dark" <d...@xgam.org>
>To: "Gamers Discussion list" <gamers@audyssey.org>
>Sent: Sunday, January 03, 2010 12:25 PM
>Subject: Re: [Audyssey] Public betas vs private testing
>
>
>>No problem David.
>>
>>Like everything else, it's up to the developer, I was just pointing out that
>>it was not a necessary condition of private testing that the developer has
>>to give away 5 or 10 coppies of the game for free.
>>
>>It does seem reasonable with business software and the like, --- sinse A,
>>the markit can stand it and B, the testing process itself wouldn't
>>necessarily be enjoyable to the tester.
>>
>>Beware the grue!
>>
>>Dark.
>>
>>
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