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Article #158

Re: On-Line Game Design Question

#158
From: neil.a.kirby
Date: Thu, 23 Jul 1992 13:43
26 lines
1826 bytes
In article <1992Jul15.201804.12142@cactus.org> vlaurent@cactus.org (Vince Laurent) writes:
>I am just about ready to put out an on-line game.  I have tested it
>locally but would like to get feedback and suggestions from others
>first.  Having never done anything like this, what is the best way
>to go about it to get the testing and feedback BUT NOT to get the
>game distributed?  Should I put out just a local version of the game
>initially? This is what I am thinking of doing for a first phase.

[more similar questions deleted]

THis is a fragile point for your game.  You need a playtest group that you
can trust.  You want them to sign non-disclosure agreements.  You'd like
them to be as close as a phone call, so that communication is easy.  Not
everybody has 2 phone lines, but it's a great help if you can be on the
phone with your group while they are online.  It is immensely helpful to
have them all in the same room/building while they test.  Preferably while
you have the development tools hot and ready to go to put fixes in.
 
You might also call on GEnie, Compuserve, etc and ask them where things go
from here.  They have experience putting new games up, and they work with
outsiders to get new games.  

This assumes that you want this to be a *commercial* game for your profit,
and not a gift to the gaming world.

Neil Kirby
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Message-ID: <1992Jul23.134357.7464@cbnews.cb.att.com>
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References: <1992Jul15.201804.12142@cactus.org>

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From: nak@cbnews.cb.att.com (neil.a.kirby)
Subject: Re: On-Line Game Design Question
Organization: AT&T
Date: Thu, 23 Jul 1992 13:43:57 GMT
Message-ID: <1992Jul23.134357.7464@cbnews.cb.att.com>
Keywords: BBS online door
References: <1992Jul15.201804.12142@cactus.org>
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