David Whyld wrote:
I'd like to think that the more open-minded folk on RAIF would be all in favour of a commercial project as, hopefully, it would be a step towards the idea of an actual commercial base for IF.
Maybe, but I'd be surprised if more than a half-dozen IF enthusiasts hold any hopes for a commercial comeback. That would take some serious resources. If established authors of static fiction partnered with skilled programmers (who were willing to use an IF authoring language) and co-wrote something, and if a publisher with the right know-how could put it in Barnes & Noble, Borders, Waldenbooks, Hastings, or wherever, with some PR and marketing to go along with it, maybe. I think those people could reach a market that would be very much receptive to buying interactive fiction. I believe the games would need to be more story-driven, and less puzzle-driven though, to really capture this market.
David Whyld wrote:
But, saying that, I'm also sure there are enough people out there who *would* like the idea of commercial IF and *would* be willing to give it a try.
Yeah, I think so. Reaching them is the trick.
David Whyld wrote:
It's just a case of finding out who those people are.
I think it's that segment of the public where "frequent reading of fiction" and "frequent but general computer use" intersect. Even then, it would be just a fraction of those people. Still, I can't help but think that if you put a great and accessible work of interactive fiction in professional packaging and sold it in a bookstore, it would do well. Market it not as a game, but *as* interactive fiction.
David Whyld wrote:
A commercial IF game wouldn't even have to be the best thing around. I liked both "Future Boy!" and "1893" yet while there are better free games out there, people still bought the commercial ones. Find the right audience and they'll buy something, even if something similar is available elsewhere. (Why do we buy books, after all, when they're free of charge from the local library?)
Well, I buy books because I collect (and often read). I have shelves full of sci-fi. In the case of commercial IF, though, the closer it is to "the best thing around", the easier it would be to attract customers via favorable press and reviews, right? Besides, I wouldn't want to charge if it wasn't something unique and good.
David Whyld wrote:
The first thing to do, ideally, would be to make a demo version of the game (maybe 5% - 10% of the overall thing), test it to heaven and back to make sure it's totally bug free and you've covered every possible sensible response someone might think to type. Make the demo long enough to give people a genuine feel for what the finished product would be like, end it at a cliffhanger moment... *then* worry about getting the final product done.
Yeah, if the intent is to attract a publisher. I think, though, that publishers of novels wouldn't have the first clue about (nor an interest in) publishing and distributing software, and software publishers wouldn't be inclined to distributed a text-based game. If the intent is to get a grass roots type of customer base built up before the finished product is released, I'm not sure that's a good idea either. If you show 10% while the other 90% is unfinished, that's a world of time for people to completely lose interest in the finished product. I'd rather complete the product, test and polish, and then release a demo at the same time the full package is available. Maybe later, after there is an existing base of products, having "preview" versions might work out.