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Article #164Re: On-Line Game Design Question
From: Khan
Date: Thu, 23 Jul 1992 21:00
Date: Thu, 23 Jul 1992 21:00
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In article <1992Jul23.134357.7464@cbnews.cb.att.com> nak@cbnews.cb.att.com (neil.a.kirby) writes: >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. This is also an excellent situation for "expiring" software. Having beta tested some recent Microsoft products, I can report firsthand that commercial software developers put expiration timers into their beta releases. After a certain period of time, the beta no longer runs, and prints a message asking you to get a later version of the beta. That also prevents beta versions of the game from "leaking" out and being distributed up the ying yang - few people are going to distribute a game which only works if you set the system date back to 6/30/92, although they might try their hands at hacking it to get rid of the expiration check so best hide it well.
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!usc!sdd.hp.com!ux1.cso.uiuc.edu!news.cso.uiuc.edu!usenet From: tmkk@uiuc.edu (Khan) Subject: Re: On-Line Game Design Question References: <1992Jul23.134357.7464@cbnews.cb.att.com> <1992Jul15.201804.12142@cactus.org> Message-ID: <Brv11A.3Dn@news.cso.uiuc.edu> Sender: usenet@news.cso.uiuc.edu (Net Noise owner) Organization: University of Illinois at Urbana Date: Thu, 23 Jul 1992 21:00:44 GMT Lines: 26