At 7/9/09 06:39 PM, KaynSlamdyke wrote:
Charging them to save is a specific strategy that is rationalised as follows.
The goal is not to piss people off though. You should think of a model that only slightly annoys, but gives people a chance to remove the annoyance by making a donation.
For example: a nag screen that appears between levels with an advertisement, and a button that lets them donate to remove the ads.
Lots of sites make money by blocking ads for subscribers. It might work with flash games too. The point is that, even if they decide not to pay, they can still complete all important aspects of the game itself and enjoy it from start to finish.
Also, be sure to play up the "I'm an independent game maker, this is how I make my living" angle. That tends to garner a lot more sympathy than just taunting them with "WANT TO SAVE SUCKER? PAY ME!"