3 ms·
It's still massively inconvenient, in that I have to understand their ridiculously complicated scheme in order to understand what I can do with my game. Eh, as
by ewjordan 16y ago
It's still massively inconvenient, in that I have to understand their ridiculously complicated scheme in order to understand what I can do with my game.
Eh, as you mentioned, this post is aimed at people like us - to the normal end user that's not trying to play the full version for free, there's nothing complex at all. You just download the game, and enter your e-mail address. If you've already bought the thing, then you just have to click a link in an e-mail, otherwise you either play the demo or buy the thing, no surprises. Even sharing with friends is easy, you just enter your e-mail address and it works fine after you click the link.
The other details involve edge cases; perhaps Cas will at some point release some stats, and tell us (for instance) how many people actually activate more than 10 copies of the game. I can't imagine it's very many, and for everyone else, the scheme is trivial.
If you're writing good, attractive games but making so little money, you have much bigger priorities than your DRM scheme.
I'd tend to agree with this. The level of polish in their games makes it surprising that they're doing so few sales, so there's probably a lot that could be done marketing-wise to improve things. Of course, I have no idea what these things are, myself. :)
I'm sure Cas would be open to suggestions on this front, I know he's aware of this thread, so by all means, fire away if you've got advice...