By Brad Cook

One area of the game business bucks the “epic scope” trend by offering smaller, lower budget titles that are nonetheless just as engaging as their larger brothers. The companies in this industry segment, often called “shareware,” usual offer casual fun, crafted by the mantra “keep it simple.”

Eric's Ultimate Solitaire

A certain point of view

Of course, not everyone in the shareware Mac games business agrees what the term “shareware” means, nor do all of them even consider themselves shareware producers.

“I’ve never thought of our stuff as shareware,” says Joe Williams, president of Delta Tao Software, the makers of games that run the gamut from Eric’s Ultimate Solitaire to the massively multiplayer RPG Clan Lord. “I guess, though, when one combines a downloadable demo with online serial number purchase and registration, it gets pretty close. “Sure, you can buy our stuff with the CD and packaging, but almost nobody does anymore.”

Burning Monkey Solitaire 4

Shareware veteran Colin Lynch Smith, vice-president of Freeverse, known for Burning Monkey Solitaire and its series of 3D card games, also says that his customers increasingly don’t care about getting their games on CDs. “They’re asking us to hold onto the CD and just tell them where they can download the whole 200MB game,” he says.

He also notes that the term “shareware” “definitely has some negative connotations. Because the barrier to entry in the shareware market is so low, there is a lot of unfinished or just plain crappy stuff floating around the download sites, which has tarred everybody.

“’Shareware’ equals ‘unprofessional,’ so some companies prefer to call it ‘electronic distribution’ or some such. But it’s the same thing.”

Rewrite the economics

GarageGames’ head evangelist Jay Moore, who helped bring Orbz and ThinkTanks to market, adds that calling his company a shareware producer “would be like calling ourselves a ‘playable demo company.’ We’re committed to being the model independent games publisher. Independent game developers are primarily defined as self-funded — and self-directed — game developers.

ThinkTanks“Online distribution of games is a marketing channel, but for us it doesn’t define the kind of company we aim to be, nor the kind of developer studios we aim to serve.”

Moore goes on to say that “online distribution has the potential to rewrite the economics of gaming by giving access directly to gamers and letting them decide what makes a great game. It makes it easier to stay close to the player, refining a game after you’ve first launched it and continuing to build a fan base over years, rather than in the three weeks you have to prove yourself on the retail shelf.”

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