Bug-Filled Demos Are Game Anti-Marketing?
Thanks to GamersWithJobs for their piece discussing early, bug-filled releases of videogame demos (actual link here, broken website referrals currently in effect.) The author points out that if the downloader "...doesn't like the demo, the player will probably skip the game which will hurt the publisher in the end. That makes me really wonder why some of them appear to insist on early trial versions." He concurs that sometimes PC demos are 'leaked' from magazine cover-discs, but wonders "why such a poor representation of a product would be released anywhere in the first place", and concludes: "I tried to understand the reasons for the release of rather 'flawed' demos, but short term gains such as marketing deals or market timing are usually clearly outweighed by the overall consequences."
The bug-ridden demos only represent the bug-ridden final products that suddenly populate 90% of the industries releases.
People have come to accept that games are buggy, which scares me, because they whine and complain about it but continue giving away their money to the same publishers that poop on them time and again. So the only thing that will change in this scenario is the publics acceptance of poor craftsmanship.
This doesn't seem like a huge issue to me. I only play a demo to get a feel for the game, to see if the graphics and the gameplay appeal to me. Unless the demo is so riddled with bugs that it is unplayable (in which case I can't imaging why the demo would be released in the first place), I can forgive a few bugs for a chance to sample the game prior to release, just like a beta test. If the game goes GOLD and the bugs are still there with expected patches, that's where players get irked!
Yeah, I agree. There are so many games out there that I don't have time to waste if it's going to be buggy. Case in point: I couldn't get the demo for XIII to work at my LCDs resolution (note to game developers: just support every reasonable resolution!! It's not hard. At a very minimum, support standard LCD resolutions like 1280x1024, because it will look like shit if it has to up-sample to display on a LCD!), and my mouse was like 100x more sensitive than it should have been, making it impossible to aim at anything. Despite that the demo did look cool, but in general it drove me away more than it attracted me. Rabid fans will love the game when it finally comes out no matter what, and, believe it or not, nobody else is actually sitting around checking the website every day to see if there's any new news. We can wait!
In the old days, the game development schedule went as follows:
- finish game
- release game
- rework a demo
- release demo
- work on expansion
- start sequel
Nowadays, the schedule goes:
- leaked copy
- work on game
- release game
- warez version available
- finish game
- release gold edition
- start sequel
The nice things about leaking a beta are:
- you don't have to actually customize anything
- it's completely not your fault if it sucks.
Between the warez version coming out right after release, and the number of leaked betas from E3 or whatever, I think the market for official demos has completely dried up. Especially considering the longer development times for products nowadays, and the fact that most of these companies live hand-to-mouth.
When Q3A was in development, the ppl at iD issued a Q3Test package which was more of a technology test than a demo. It was meant to test rendering systems, drivers, etc. The gameplay was totally not an issue. The NPC bots didn't work. Multiplayer barely worked. It was also issued cross-platform, for Windows, Linux & MacOS.. each platform had a number of issues.
None of the problems stopped Q3A from being a commercial success across all of the above platforms. Indeed, I would think that the release of q3test actually helped the popularity of the game.
Just my 2 cents.
-molo
Using your sig line to advertise for friends is lame.
Here's a text mirror, since there's some broken redirection stuff at the main site after a previous Slashdotting.
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Buggy Demos - How To Anti-Market A Game
Posted by: Spunior on Monday, October 06, 2003 - 09:26 AM EST
Experienced demo trouble lately? Patch required? You're probably not the only one. Read on for a brief look at quick publishers, the concept of second-class consumers, local releases and why they are a disservice to both sides.
Demo bugs aren't something we haven't seen before. However, Ubi Soft seems to be on a hot streak lately, having released three demos in the past weeks which either required a patch, are crash-heavy or look somewhat unfinished. In one case they complained about the early availability, in two other cases functional "US demos" were promised. First of all, a demo release depends on what the publisher demands. The developers aren't too keen on releasing early trials as they are only snapshots of what still is unfinished code and since they also have to dedicate resources for the production of them. It seems that Ubi's PR department believes in what actually seem to be rather questionable concepts.
Local release: The Beyond Good & Evil demo apparently made its way onto the internet from the CD featured in the French mag Joystick. Magazine demos leaking into the web is something that happens so frequently the marketing sections had to be aware of it. Now there's quite a number of players who have trouble getting the trial running without crashes. Which brings up the questions why such a poor representation of a product would be released ANYWHERE in the first place. Joystick is one of the biggest (if not the biggest) mags in France. Even under the illusionary premise that the demo is not going to be made available for download on the internet, there would still be quite a few subscribers who would experience the aforementioned problems. It's definitely a shame this happened with Beyond Good & Evil since the PS2 version I got to play at the Games Convention was very entertaining.
In the case of Lock On: Modern Air Combat it appears that the marketing department also needs to get some information on the release date of certain media outlets. Ubi Soft producer Matt "Wags" Wagner on the demo release.
I have no idea why it was released before ECFS. The plan was to release CD versions atECFS on 05 Oct and online on 06 Oct with mirrors. I hope to know more on Monday after I talk with Paris. However, it sounds like Gamestar jumped the gun and released it before they were told to do so. There's nothing more I can say at this time, but I hope you enjoy this early taste.
I'm quite sure Gamestar wouldn't have put the demo on their CD without the approval of the publisher. The monthly mag ships to stores on the first Wednesday of each month. Which clearly was October 1st this month. And subscribers naturally receive their issues on the weekend before that. Well-known fact since we're talking about a magazine here which has a reader base of several hundred thousand people.
Euro twits: Now in two cases the publisher was quick to point out that there will be functional US demos available soon. Now the nature of the internet - which seems to be new to Ubi - makes information and data basically accessible to everyone and everywhere. Which means that US gamers are likely to download the Euro versions as well instead of waiting for the 'proper' release to show up. There's something else that makes one wonder: under the assumption that Euro demos will not run in NA (look forward to the 'enjoyable miracles' Digital Rights Management might provide), why would releasing a buggy demo in Europe look like a clever idea? The EU PC games market is on par with the NA market, not to mention the growing ones in Eastern Europe. Quite a number of PC titles - especially certain genres or products developed in Eastern European countries) sell a lot better here. For instance, in the case of Vietcong or Ubi Soft's very own