Yep, GLBasic capabilities do make some of the efforts there obsolete.
I kind of enjoy 3 points there:
1. it will take 3x more time to do it.
If you have done any app/game since 1978 in any computer, you already know this, but new users might find this info useful.
2. Your first game will probably fit into the 0-1k dollar range.
As we research open numbers from small indie attempts, this is, in fact, quite true.
3. The marketing.
That is a good part, He did attempt the current ways of it, and it seems review sites did him good.
I heard a lot of people saying review sites won´t do jack, but we know it matters and he talks about it, so it´s quite welcome.
What actually hold interest for me in this article, is that my first modern-to-be-published game has a lot in common with his.
And there is a part of the article that strikes me, which is the online highscore stuff.
I have seen that doing such in GLB is no secret or a monumentous task at all.
I´m thinking whether I should add online highscore to my game, since it is a single screen game quite based on final score.
For one side of the coin, I´m not much a high score person myself, but I do know a bit of its powers by personal experience, for example, I hold the world high score on Shoot´em http://www.mx-3.cz/tringi/www/Shoot_em_ASCII
till people hacked the board.
I also do enjoy score on pinball games and a few others. For the other side of the same coin, implementing it means more work, and maintaining it means even more work.
So, how important would an online highscore be considering sales of a product?
Would this feature drive more users into it?
I kind of think none, but I´m really not sure, specially considering my own game.
It is not a score based as simple as let´s say space invaders. It has plenty of action and many endings, but all based on the score achieved and playing from start to end, in case you don´t loose, won´t ever take more then 5 minutes.
What are your experiences with online highscore?