Unfinished games is a grey area… If you can pull off that “soap opera” feel and leave the player satisfied(and hopefully wanting more) then its great, otherwise it’s like ordering a burger and getting two buns “sorry sir it’s a WIP, come back tomorrow for the meat” - the customer may think twice about buying the next game and thus it hurts your fellow developers. It’s all execution, at least that’s how I see it.
Most games that allow you to download the whole thing for free and then unlock parts of it with a serial key / login / whatever can be unlocked a different way that doesn’t cost any money
In fact it’s really easy for many games
So I’d say that it’s a huge security risk to do it that way
I would rather that too and unfortunately, I’ve learned that’s not an easy path. On the upside, I’ve found at least one way to make that work. My core audience comes from my popular line of free products. And a small portion of them will cross over to ones that are non-free. I’ve found a varied approach with a large product line to be the most effective.
One product didn’t work for me - which is where the ‘Answer To Every Can-It-Be-Done’ thread came from.
Gigi
Does it really bother you that much that there are games out there that require additional funds to improve a user’s game experience?
If Joe Blow wishes to spend 14.99 to unlock the Industrial Complex zone in a survival game; or they just have to have the BFG now, let him; who cares!?
I can understand more with player vs player game play or even co-op play where one person can have equipment and stats far beyond what another player can get; because they bought their way, instead of playing through the many-hours of in game play, to achieve the same stuff; but still if they want to, than don’t worry about it and let them.
Here’s my philosophy with Achievements - it’s all in the name.
There are two ways you could take an Achievement system:
1: Proposal of alternate strategies
Type 1 Achievements are to me the most interesting - suggestions to the player of ‘nonstandard’ ways to play a game. This whole platform presupposes some convention that the player and the developer agree to (e.g. in a JRPG, level up as high as you can and defeat The Big Bad; in a sidescrolling shooter, defeat bosses by using your ship’s weaponry.) The achievements - e.g. pacifist runs, low-level/minimum-heart/no-customization runs - get the player to consider how they would play the game without the benefits of these carefully crafted systems.
2: A Goal in and of Themselves
Type 2 is a different beast altogether. The game has no story, and in theory nothing guiding player actions. The role of an achievement in this atmosphere is as a a goal unto itself. Given that Achievements can grant goals (World of Warcraft, Halo 4), this can be a viable means of guiding the player to do certain things or provide the player with a way to rate their progress through the experience.
I dislike the ‘Inevitable Achievements’ idea - if you’re going to do it anyhow, why not reward the player for figuring out the best way to do it?
This.