ID:192186
 
hey everyone, i am making a game that is a puzzle game. Some parts are realy hard. I thought that it would be a good idea to put up hint stands nere every mision to help along for people who are stuck. I was thinking of charging 1 dime per hint. This sound like a good idea
Yes actually that does sounds like a good idea, just dont go making the game so hard people have to use the hint stand (although that would be a good idea if one needed dimes).
In response to Jotdaniel (#1)
i wont make it to hard for everyone, but some people will need it, it has been shown before.
How about a reward then for beating the game or getting so far? Or maybe just a reward for beating it without using one hint stand. Good luck.
Perhaps it would be better to just charge for the game and provide free hints... Otherwise, it sounds like a cheap money-making scheme.
In response to Foomer (#4)
I think that's the point. And, shouldn't this be in Design Philo.?
In response to Mertek (#5)
Of course, if the game were remotely popular someone might just provide the answers on some website. Then you're in trouble! But if you charge for it, they have to subscribe or the program won't run.
In response to Foomer (#4)
The only problem with charging to play the game and giving free hints is that well, the games becomes to easy. I dont like to charge anyone to play my games, sometimes to host, but never to play.it just dosnt seem right to me.
[edit]
The reason i am putting this in is to make sure everyone can beat it, it just depends on how much you want to beat it, kinda like buying a manual, only you will only have to buy the parts you need. Although i want the dimes, its more to keep people from just beating the game in like 3 sec. Plus i am hoping to make a follow up game that you will need to beat the first one to play, it will be a fighting game. This will make sure only the inteligent will get forword, or the money people. But real money will play no part in the folow up game, just help you get to it.
In response to Scoobert (#7)
In that case, just do what most interactive fiction games do in that situation. Give players score points, and for each correct action, give them points. If they ask for hints, the number of points they get for that problem is diminished. If they really care about making it challenging, they'll want the highest score they can get.

Personally, I don't like having to go through extra trouble for hints. I'll play the game without them until it stops being fun and starts being frustrating, then I'll use a hint to move on.
In response to Foomer (#8)
if i did that, than i would have a demo of the first say 5 misions. And then to play the full game, you would have to pay. That sound good.
In response to Scoobert (#9)
Scoobert wrote:
if i did that, than i would have a demo of the first say 5 misions. And then to play the full game, you would have to pay. That sound good.

I like the idea of the "hint stands". A dime a hint isn't a terrible burden if the game is interesting enough to justify it. As someone else pointed out, there's the risk that someone will put up a "cheats page" with all the answers, but for most people with actual jobs, it's more cost-effective to pay the dime up front than to search the Internet for hint pages!
In response to Gughunter (#10)
well they still sell players guides at the store, but you can go online and get all the help you need for anygame. Its just people trust the game makers to be honist, and thesepeople putting guides online may bie wronge, so people still but the game guides from the stores.