The Return Of Shareware Games
An anonymous reader writes "CNN has a new column up looking at the re-emerging trend of shareware as a means to distribute games. With development prices soaring and space on retail shelves getting scarce, smaller companies like PopCap Games and GarageGames are returning to gaming's roots - and making money in the process."
I remember back in the olden days shareware only had a couple levels(out of the many that the full version had). Therefore, there was nothing to crack. If you wanted to play the full game you had to actually buy it.
I don't know about you guys but I miss the days of being able to try a demo before buying a game...sometimes months prior to the release. I remember playing the Quake III: Arena beta for months before it was released at which point I was first in line to purchase it.
:)
Nowadays you get games that are released without demos or in the cause of Unreal 2003 a demo months after the game is available retail. Is it just me or does it make more sense to either release demos/shareware prior to launch rather then waste development time weeks after launch when most people have demoed it at a friend's house by now.
Just my observations
Oh and another great thing about shareware is it can be freely ported and released on different platforms without it being considered piracy. Its nice playing Heretic Shareware on my Dreamcast.
The bottomline is that it does not matter whether the publisher calls the game or program shareware or not. It is by default shareware, till I decide to convert it to payware or freeware. It just goes to show how the shareware philosophy is no longer on the fringes but it is the mainstream.
With so much of warez, crackz and serialz, put out by some brilliant minds, I think there is no real difference between a shareware and payware today, esp. in this superconnected space of internet. You can try anything, whether shareware or payware, for almost as long as you like, and if you really like it, then you pay for it. It is the same philosophy that I use for music files too.
From many programs that I try, I choose only a few that I eventually buy. Thus, from my point-of-view it makes no difference whether the publisher calls it shareware or not. With all the crackz and serials every game/program is shareware for me till I decide to convert it to either payware or freeware. It is nice that some publishers are waking up to this reality.
To see a world in a grain of sand, and then to step back and see the beach where the sand lies
- The demos tend to be representative of the final game. I don't get to play 1/10 of 1 level with 99% of the the features disabled - as I often do with boxed software. It's not in a shareware developer's best interest to turn you off with a bad demo. There is no shelf presence to make you think "Damn, I should give that a second-chance"
- Instant gratification. I can download a demo, decide I like it, place and order and receive my liscense code within a matter of minutes. The days of waiting for your registration to be processed are coming to an end.
- Price. I can get most games for $20, $30 tops. This, coupled with the faster registration times I mentioned above make shareware more of an impluse buy than ever.
- Developers generally have a better attitude. This is purely subjective, but in my experience the developers are much more interested in what the community thinks of their product and how it can be improved than the "boxed" developers. The "release and forget" mentality is simply not that big of an issue in the shareware community.
- More complex games are showing up as shareware. In the past, simple Tetris-like games have been the mainstays of the shareware industry. Escape Velocity, and the Mac version of Uplink are good examples of this. More users with high-bandwith connections are making epic-scale games easier to distribute.
The bottomline is that it does not matter whether the publisher calls the game or program shareware or not. It is by default shareware, till I decide to convert it to payware or freeware. It just goes to show how the shareware philosophy is no longer on the fringes but it is the mainstream.
This is a very good point
The term "shareware" has been bastardised over the last decade. Back when the concept first arose, SHAREWARE was software you could share with your friends and, if you felt it warranted it, you sent the author a donation. There was nothing crippled, there was nothing missing. You could freely copy it, and the developer might make a few bucks.
This new usage of the word now means nothing more than game demos put out by developers who can't/won't get their games on the store shelves.
In short, it AIN'T SHAREWARE, not by the correct definition.