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Best Shareware Games Of 2003 Explored

Thanks to AVault for their feature discussing the best shareware PC titles for 2003, as the writer points out: "As software stores stock fewer new computer games, shareware titles and Internet releases offer an alternative for those who want to play on their PCs. Most of my favorite recreational offerings from the past year never made it into retail outlets." Picks include Chain Reaction ("Remember the old Dynamix game The Incredible Machine? Even though the company is defunct, its creators have developed a new 3D version"), Ultraball ("combines the fun of a Breakout game with all the action and excitement of a pinball game"), and Dr.Blob's Organism ("...a fast-paced shooter in which you blast gelatinous one-celled organisms as they try to escape from a Petri dish.")

7 of 48 comments (clear)

  1. My favourate shareware (or is it freeware?) by Brutus+(moo) · · Score: 3, Informative

    title is IcyTower, basically you jump up a tower trying to get as high as you can, or the best combo (where each jump in the combo skips atleast one floor), quite addicting and challenging.

  2. For me.. by hookedup · · Score: 3, Informative


    Almost anything from PopCap Games. Titles like Diamond Mine, Bookworm, Alchemy, and of course, any japanese politicians favorite, Bejeweled, are enough to keep you occupied for months.

  3. My favorite isn't even shareware or freeware... by SuperMo0 · · Score: 4, Informative

    It's just a collection of flash games. Orisinal has a GREAT selection of games. They're kind of quirky, acid-induced maybe, but they're still kinda cool and challenging in most cases.

  4. is it Really the BEST shareware of 2003? by bear+pimp · · Score: 2, Informative

    This caught my eye over at diy games. It seems some of the developers (my guess!) who were missed of the list might have been a bit annoyed! I'm inclined to agree though: If I see that Bob Mandel has written a review a generally avoid reading it. Still, the man wrote over 20 of his own games (They were so great he didn't list them on his CV), so I'm sure he's more of an expert than I...

  5. Re:Biplanes by bear+pimp · · Score: 2, Informative

    Biplanes rocked! I can't think how many hours my brother and I wasted playing that game! I guy called Mathew Bushell has already ported it to a pc, and you can set multiple skins (press z in game) The amiga version is best for gameplay though. more info here Check the downloads, and yes there's even a linux port so maybe some of the people on slashdot will even try it out ;)

  6. Re:Does shareware make $$? by Anonymous Coward · · Score: 1, Informative

    ID Software?

  7. Re:Does shareware make $$? by American+AC+in+Paris · · Score: 2, Informative
    I have been reading a lot about how difficult it is for an independant developer to break even in the mainsteam game industry. Does anyone know how shareware games fare? How many copies can you sell? Are there any shareware game developers that can be considered financial successes?

    Well, it all depends on how you define 'success'.

    My own little game has brought in over $1000 in donations and profit from tchotchke sales over the past year. I wrote the game in my free time (I was unemployed for a while, which helped) and I treat it like a full-time hobby. I've made more than it cost me to create the game, so I'm happy about that, and I consider most of the time I took making it time well spent. (I could have done without the weeks of tracking down forehead-slapper bugs, but it comes with the territory.)

    I'm lucky in that I have free hosting through a friend, so I don't need to worry about bandwidth costs, which is a big plus. Even if I had to buy my own server space, though, I'm making enough that I could come close to breaking even, or maybe even earn a little bit.

    Thing is, I never planned to earn money off this game. I wrote it for two reasons: it sounded like a fun thing to do, and I wanted to get some name recognition. Today, most of my hits are coming directly to the game's home page; even six months ago, I was relying primarily on other peoples' links. This tells me that people have heard of the game and are coming straight to the site to get it--the name is out there, and it's generating it's own buzz.

    Now that I've gone through it, I've learned that the real trick isn't to make money--at least, not right off the bat. The real trick is to get noticed. Once you get noticed, the Internet practically builds a game's reputation for you. If your game is fun and engaging, it gets forwarded around and shared. You don't need to pay a dime for this.

    Look at Ambrosia. They started out with Malestrom, which was and still is one of the best versions of Asteroids out there. The game got noticed, people passed it around, linked to it, and Ambrosia got a name. Today, they run a solvent shareware business; they've developed a solid registration system, they have tons of titles, and (most importantly) tons of people know who they are.

    Shareware can make $$, but if that's the first thing you gun for, you'll have trouble. Make your game fun, free as in beer, have non-obtrusive requests for donations, and seed it onto the net. Make a name for yourself. Then start looking into ways to make a business out of it.

    Tom

    (P.S. A tip: release early in the year, so you don't get passed over on the 'Best of 200X' award lists...)

    --

    Obliteracy: Words with explosions