Exophase
Nothing good will ever come of Exophase.
I don't like when software offers a "free" version that's missing some vital feature, then goads the user into paying for it only after they've committed time to it. I want it to be very clear to people upfront what they are and aren't getting. I don't want people to feel tricked and pressured into purchase because of a feeling of sunken cost over their time.
Besides that, it's quite a bit of extra work to do a demo version that lets you do a purchase upgrade in-app that also lets you resume right where you left off.
It's like this data recovery software I used on a Mac (not mine) a while ago.. it took hours to scan, then listed the files for recovery. When I went to click to recover the file it asked me to pay $99 for the full version to do it. This time the joke was on them, since I just made a bunch of screenshots of the document and re-typed it manually, although that was a far from pleasant experience. No doubt this is an effective way to get more sales, but you'll also get more angry users and there will be plenty who give your free version a poor rating over this, and even some who will buy the full version then give it a poor rating.
I agree that timer limits are an effective way to make a demo, so long as you're very clear up front (like, before you let the user do anything there's a big screen that says this is just for testing if the emulator works for you and will only let you play for X minutes). The problem is that timer limits don't remove functionality in the code, they just artificially add a restriction. So it's almost always possible to hack it out. On the other hand, if you remove functionality other than save games there's a risk that people will think that the functionality isn't in the full version, or that I'm trying to hide a poor implementation. With in-game saves removed you'll get people who are frustrated over lost progress no matter how much you warn them in advance. Removing savestates alone is too little of an incentive, although I will at least consider it down the road.
Besides that, it's quite a bit of extra work to do a demo version that lets you do a purchase upgrade in-app that also lets you resume right where you left off.
It's like this data recovery software I used on a Mac (not mine) a while ago.. it took hours to scan, then listed the files for recovery. When I went to click to recover the file it asked me to pay $99 for the full version to do it. This time the joke was on them, since I just made a bunch of screenshots of the document and re-typed it manually, although that was a far from pleasant experience. No doubt this is an effective way to get more sales, but you'll also get more angry users and there will be plenty who give your free version a poor rating over this, and even some who will buy the full version then give it a poor rating.
I agree that timer limits are an effective way to make a demo, so long as you're very clear up front (like, before you let the user do anything there's a big screen that says this is just for testing if the emulator works for you and will only let you play for X minutes). The problem is that timer limits don't remove functionality in the code, they just artificially add a restriction. So it's almost always possible to hack it out. On the other hand, if you remove functionality other than save games there's a risk that people will think that the functionality isn't in the full version, or that I'm trying to hide a poor implementation. With in-game saves removed you'll get people who are frustrated over lost progress no matter how much you warn them in advance. Removing savestates alone is too little of an incentive, although I will at least consider it down the road.
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