Once again, I still think that selling games on The Daily Click could be a good idea. About having demos for people to download, UrbanMonk mentioned that deleting the timer file that tells the game when to stop was relatively easy way to get around the demo timer. A good way to avoid that would be to NOT make the demo the full game with a timer.
If the game has 7 levels, go into the frame editor and delete all but the first one. You could take out the ability to save and or remove weapons and power ups.
Also, has the site admin said anything more about this? Are they thinking of implementing it?
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One
It sounds like a good idea to me! Too bad I can't sell my project Motherworld though(Copyright laws) because I'm putting a lot of work into it I guess I could do donation ware though.
Good luck to everyone selling games!
Apparently there's a new general poll covering the issue at hand, with paying for TDC games. Yup. We ought to go over there and vote, it's easier to keep track that way. Then maybe we clarify over here if we feel that what we chose doesn't fully describe the feelings.
1. If TDC wants to sell games someone has to invest money before! Poeple either need to team up or one individual goes and signs up a company name and get a legal VAT number and such to start legal business. You have to be over 18 to do this and you would need a job and persmission from your company, otherwise you are startup and the costs are imense (plus you have to live from that money too! So not much profit for TDC in the first place).
2. Then you either create a pappal or BMTmicro or whatever you want to use account and someone has to code the asp site for the gamesto host and sell.
3. Then you need people who know both the casual market and the click market to rate games and see if they are good enough to be sold. Nobody cares for people who only ps3 or wii 24/7, you are out of the league right now. Casual / Indi Market is what you need, people need to know the trend and similar, also you need solid reviews for your games. No one wants to play games kids rate 5 stars and then a real customer plays it and it turns out it is just fanboyed crap.
4. Before selling someones needs to check for copyrights on gfx, sounds, music and fool proof read the text. Dev's need to make sure no copyrights are broken, by that time if I were that person I would get legal contracs with anyone I want to sell a game. I for myself would not trust anybody just by there word. No need to get a call a few days later to find out someone used commercial sound fx in his game and I was about to sell.
As you can see all this is very important and needs time and money invested before hands and the outcome is in question. I have not found a single game yet I would personally spend money here at TDC (excluding the commercial ones).
It depends. Most common ad services only pay you for each time that they get clicked. These would be the services like Google where they get paid (by the companies) to host ads, then you get paid by Google if the ads get clicked. If the site instead had a system where they got paid directly for the ads then it would be like IGN or other places that make large ad revenues. However, no company is going to buy ad space directly from us because we don't have a large enough userbase or wide-enough demographic to get the customers they want.