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No Fragments Archive 10: Diskmags
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nf_archive_10.iso
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MAGS
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POWERMAG
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POWER16.MSA
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CHAOS.PWR
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Wrap
Text File
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1985-11-20
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9KB
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178 lines
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ORGANISED CHAOS LICENCEWARE
-= The Fairest Face of Licenceware =-
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T H E P R O P A G A N D A
Courtesy of OCL's top man, Kev Davis
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[Note - I've tended to use the word "game" here rather a
lot; we do, of course, release serious utilities, disk mags and
the like, but you eventually run out of synonyms for "release"
and "game" is as good as any of them.]
Organised Chaos Licenceware is very, very probably the
finest and fairest licenceware house in the world. Ah yes. If
washing powders and toothpastes can get away with almost-
definitive claims like that, then so can we.
With OCL, we put the programmers first. Royalties are paid
on a strictly sales-related basis - none of this "a tenner no
matter how well your game did" foolishness we see inherent in
Budgie UK. If your game is good enough to shift a few hundred
copies, you'll see a lot of cash being thrown at you. It also
gives an incentive to produce top-notch games - the better you
make your game, the better the reviews, the larger the sales, and
you end up getting more money. Lovely. This also works out rather
well for the punters, who end up buying better quality titles.
OCL titles are distributed through PD libraries, for the
most part. This is a nicely symbiotic arrangement, beneficial to
both parties - here at OCL we don't have to fret about
advertising and selling the stuff purely from OCL HQ, and the PD
libraries enjoy a nice cut of the profits for their troubles.
From each OCL game sold, the PD library takes two pounds, to
cover the effort they put it on advertising, distribution and
everything. Titles released on two disks see the PD libraries
taking a bit more, but it's usually just two squid.
All of the rest goes to the programmer. If your title sells
for a fiver, and shifts a hundred copies in its first quarter,
you'll get three hundred pounds. As well as this, you're
perfectly entitled to sell your game from home - selling it for a
fiver will get you four-fifty or something per sale, depending on
how cheaply you can get disks and whether you bought lots of
stamps before the last postage-price increase.
Funding for OCL (it does cost us a fair bit to release
games; we have to send copies to all our distributors) should
hopefully be covered from the money we get through direct OCL
orders (when folk buy games straight from OCL HQ, we get about
one-fifty left over once we subtract stamp and disk costs, and
royalties). Order from Chaos, as they say.
OCL is probably (probably, Mr Lawyer, not definitely) the
most helpful licenceware group around. If you're struggling with
a project of yours - you can't work out how to code part of it,
you're stuck for ideas, you could do with a loading screen or
some title music - we can help. In fact, we get hideously
involved in your work. I've even had programmers offering me a
share of their game's royalties, with the amount of work I've put
in. I've refused, of course (I may be rather short of cash, but I
can appreciate that nobody deserves royalties more than the
programmer).
Taking an example - and I'm sure Harvey Reall won't mind -
Antroids is one of the games that's seen a lot of involvement
from myself. Way back in the mists of time, shortly after
Genocide's release and my consequent casting out from Budgie (a
long story, explained in another document somewhere), Caroline
Price from New Age PDL contacted me regarding "Mega Ants", a life
simulation from Harvey Reall. Harvey had sent it to Caroline for
possible inclusion in her Creative Influence range, and - for
some reason - she turned it down, passing Harvey's address and a
copy of his game on to me.
At that time, "Mega Ants" wasn't much to behold. Some little
dots wandering around biting bits out of green circles. The user
interface was a mite hostile (Harvey has since admitted this, by
the way - this isn't getting at him at all), and Harvey planned
to release it as Shareware. Until I contacted him.
I saw that the program had potential. It didn't look much,
but I could see that - with a bit of work - it could develop into
something muchly better. DNA programming things (the software
lets you write "programs" for the ants to follow, telling them
how to move, when to mate, and so on) were rare on the ST
licenceware scene, and if the program were developed further it
could do well. "Sprites instead of circles," I suggested, "Sound
effects if you've got the memory."
Harvey took heed. Nice graphics were added, foolish spot
effects, and the lad spent a year and a bit refining the program
to make it a great deal better. It was speeded up a lot. Extra
DNA commands were added. Pre-drawn maps could be used, and an
"art package" map designer was added. Population graphs could be
produced. I started work on a loading screen, and (via the OCL
network of contacts), we found someone to write a MOD for the
intro screen. "Antroids", as the game is now called, is a hundred
times better than the version Harvey planned to release as
Shareware all those months ago - he'll be getting a lot more
money from it, and the customers will be getting a great deal
more enjoyment from it.
I'm rambling, here. Best wrap up, I think.
In conclusion, OCL is dedicated to the programmers' needs;
it's the epitome of truthness when we say that programs turn out
best if they're something of a team effort. If you're writing a
platform game and you're struggling over some aspect of the
coding, we'll put you in touch with an OCL member who can help
you out. Even if you just fancy writing a text adventure or
something, where you've got the ideas but could do with a few
pointers on what to write it in and how to do it - we'd contact
one of our numbers to give you a hand.
We've got a network of peripheral entities also - folk who
haven't actually written anything, but are always happy to
contribute music and graphics to OCL titles. If you fancy joining
this group, feel free - the cash you get is negotiable with the
programmer you're "working for", really; you could argue for a
royalty cut, settle for a one-off payment, or ask the programmer
to put your address in the game and ask folk to send you money.
I've recently thrown a tenner at Chris Pritchett for writing a
couple of MOD tunes for my forthcoming releases - a good thing
for both of us, as the inclusion of a musical intro to a game is
likely to boost sales. And I've also put an advert in both games
for some more of Chris's music, which he's selling himself for a
few quid - so he'll see some interest there.
Even if you're terrible at computer graphics, can't code and
are as musically inclined as The Wurzels, you could join our
ranks as a playtester (all our releases are playtested to death
before release, and all testers get a credit in the finished
game) (as well as the dubious honour of being able to play a game
months before its release), contribute to ST Beermat - our
erratically-released disk magazine, or team up with a programmer
with you providing ideas.
To contact OCL, send your missives to:-
Kev Davis
Organised Chaos Licenceware
Chasewater House
Kings Green
Berrow
Malvern
Worcestershire WR13 6AQ
In the unlikely event of you sending me money (you can buy
all OCL titles direct from me for their usual price), make
cheques payable to merely "Kev Davis". Sending cash through the
post is unwise, as I can pocket it and claim that it was lost in
transit, and you've got no way of finding out where it went. Oh,
what a giveaway.
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Thought for the day:- Leave trail of money to alleyway