It’s not particularly your style? Or it’s not particularly to your benefit?
To that I’m curious. Since Twine games which are in the same group as COG have back buttons, that are actually easy to implement, and I never see anyone complaining about it.
But since I’m a man of business, I been thinking about this situation. Why would I want to give people something as easy as a back button or save check points?
I think I reached a quite possible explanation.
Most people buy COG games via Steam or via Google play. If those plataform have something truly in common is their refund system.
Steam allows to refund a game if you haven’t played more than a hour. And google has a similar system I forgot about. So let’s go with steam.
The average of the latest COG/HG published works seems to go between a 30k/60k.
Given that demos are a thing it would be safe to believe the purchase wouldn’t happen until more or less in the middle.
Now we need to keep in a mind that people may like a demo but not the full content, and at that point we find ourselves in front of two situations.
1- The buyer drops the IF quite early after paying it, getting a guaranteed refund.
2- The buyer doesn’t discover their didnt like the IF until is too late. Since they would need to replay the game from scratch if they got a wrong option or they want to try another path.
Now what would happen if we were to put a back button or/and checkpoints?
The time someone would need to replay the game would get shortened and could fill that hour.
So after the buyer was done? They would could get a refund.
Now, given how the latest games hasn’t had exactly the best popularity (No offense to the authors, I’m talking numbers here) that other anterior works, that can suppose a problem.
Basically because publishing anything on steam/google play has a cost. So if the sales dont go well, that’s money lost, and that’s a big no no for a business.
Ofc that’s just my reflection over the issue, with the most utmost respect towards Choice of Games and it’s staff.