
Originally Posted by Blog of the developer who made Gunpoint
It also means I can afford to keep being nice. I didn’t let anyone pay for Gunpoint until I was ready to put a free demo out, so everyone would have a way to make sure it ran OK on their system and that they liked it before giving me any money.
I was informed by lots of people with industry experience that this is commercial idiocy: you want to hold it back so that excited fans buy without trying, then you can release the demo later to tempt those who weren’t convinced. And with some (not all), you get weird responses if you bring up non-money factors in a business conversation.
“You’ll lose sales this way!”
“From people who don’t really like it? I think I want to lose those sales.”
“No, you don’t understand. You’ll have less sales.“
I’m sure they’re right, and as a noob I appreciate the advice. In fact I got so much skepticism that I started to think the lost sales might actually be the difference between being able to become a developer or not. But even if that had been the case, I wasn’t going to quit my job for a career in tricking people into giving me money and regretting it.
I have no idea if and how much the pre-release demo hurt Gunpoint’s sales, but it doesn’t matter now – that’s how I want to treat people, and the amazing support for Gunpoint means I can afford to.