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Game Demos Key to Game Purchases

GameDailyBiz is carrying a story looking at the importance of demoing a game before purchase, a factor apparently crucial in game buying decisions for many gamers. The NPD research found that demoing a game was even more important than the price of the game, when buying a title for yourself. Price was the ultimate deciding factor in game purchasing for gifts, however. From the article: "This kind of finding could be particularly important to publishers trying to determine the best way to divide up their marketing spend. Perhaps publishers would be better off putting more resources into providing gamers with a high-quality demo instead of investing heavily in a huge ad campaign. With in-store kiosks, Xbox Live Marketplace and the online features of the soon-to-be-launched PlayStation 3 and Wii, it's becoming easier than ever for publishers to distribute their game demos directly to the audience they're after."

77 comments

  1. WTF by Who235 · · Score: 4, Funny
    This kind of finding could be particularly important to publishers trying to determine the best way to divide up their marketing spend.


    When did "spend" become a noun?
    1. Re:WTF by Morphine007 · · Score: 1

      Probably around the same time that businesses started trying to ensure that they were synergizing their expenditures

      I was tempted to say "seriously though...." to start this new para, but then I realized that using phrases like that is now so common that no one would "get the joke" .... ... I don't even remember what I really wanted to say now :-(

    2. Re:WTF by Morphine007 · · Score: 1

      Hey, I remembered...

      I've got some anecdotal evidence (since that passes for research around here) that supports the assertion of the OP. I bought WoW a little over a year ago. My girlfriend, also a gamer, said that she would never play that game, and that it looked kinda stupid. I think she said something like "those MMO's or whatever the hell they're called are for losers... next thing you'll be asking me to start a D&D group or something..."

      So I installed the 10 day trial game on her PC... she bought 2 game cards the next day :-)

    3. Re:WTF by Lord_Dweomer · · Score: 1
      When did "spend" become a noun?

      The same time that the marketing, advertising and media industries sprung into existence. I'm in advertising, and it is a commonly used term to quickly refer to the amount of money someone has spent on a buy (short for a media buy). Bet you didn't know "buy" was a noun either!

      In proper english your assumption would be correct, but this is industry jargon so it is the exception.

      --
      Buy Steampunk Clothing Online!
    4. Re:WTF by Digital+Vomit · · Score: 2
      When did "spend" become a noun?

      Marketers noun language.

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    5. Re:WTF by Anonymous Coward · · Score: 0

      Your sister^W*girlfriend* sounds like a real winner. WoW is for losers. Good thing you had a female one living in the next room at mom's house or you'd have died a virgin.

    6. Re:WTF by Alsee · · Score: 1

      When did "spend" become a noun?

      The same time verbs were nouned and adjectives were verbed, as in:
      Verbing nouns weirds the language.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    7. Re:WTF by __aamkky7574 · · Score: 1

      Sounds familar; I installed the WOW demo with no intention of buying it (I was actually subscribed to another MMO game at the time, City of Heroes). Cue me, after 2 weeks, searching local shops for a copy, not patient enough to buy it online.

      P.

  2. Not for me by Oz0ne · · Score: 1

    I haven't played a game demo in probably 10 years, and yet I buy a couple a month. I do however read up on the premise before making a purchase.

    I wonder what this says about me.

    1. Re:Not for me by jandrese · · Score: 1

      How often does a game you buy turn out to be crap, especially if it's evident in the first 5 minutse that the game is crap?

      --

      I read the internet for the articles.
    2. Re:Not for me by El+Torico · · Score: 1
      I wonder what this says about me.

      It says you have a lot of disposable income.

      --
      In the land of the blind, the one-eyed man is usually crucified.
    3. Re:Not for me by Oz0ne · · Score: 1

      About twice a year it seems.

    4. Re:Not for me by Fozzyuw · · Score: 1
      do however read up on [the game]

      I enjoy playing a demo at a store if I see one, but usually they're so bloody annoying to actaully get into a demo to play I give up before I make it past all the info. screens.

      I have 3 factors that will determine a game purchase...

        1. Price
        1. excitement (is it a game/title I'm a fan of?)
        1. Review Score

      I usually check the review on IGN.com for their score. Anything that's a 9/10 or higher is pretty much sold in my book if it meets the other two criteria well enough. Anything, less, even an 8, makes me question the purchase unless it's something I really want. If a game gets >9 and I've never heard of it, I'd probably buy a used version. It's even enjoyable to play a game I have no idea what it's about. Demos have little effect on my purchase habits, though I did enjoy getting PSP demos. I actually tried them and it's been a long time since I picked up my PSP.

      Cheers,
      Fozzy

      --
      "The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
    5. Re:Not for me by badboy_tw2002 · · Score: 1

      So 10 minutes == $100-$120 saved? Guess you better start playing demos.

    6. Re:Not for me by Drooling+Iguana · · Score: 1

      Except that game demos are always crap, even if the actual game is good.

      --
      ... I'm addicted to placebos
    7. Re:Not for me by Anonymous Coward · · Score: 0

      Um..your a moron for buying something you can't return without using a free demo to see if you like it.

      Or more likely...

      You aren't telling us the whole story...harrrrrrrrr

    8. Re:Not for me by kalirion · · Score: 1

      The last time in recent memory that I bought a game based on a demo was Zuma Deluxe. And really, the demos for these PopCap and ReflexiveArcade games are the the full version that expires after a set amount of time, usually an hour or 30 minutes. I think that's pure genius in marketing, since their games are often something that you might get incredibly addicted to within 1 hour of gameplay, and then never touch again after 5 (Though I still fire up Zuma Deluxe once in a while to see if I can beat that last level of that last temple, which seems to be freaking impossible.)

      Previously, I'd played plenty of demos before buying the games, but it's hard to think of a game more recent than Wolfenstein 3D that I would NOT have bought if it weren't for the demo. Maybe Jedi Knight. Oh, and there were Hi-Octane and Rocket Jockey which I'd found in a bargain bin.

    9. Re:Not for me by Oz0ne · · Score: 1

      I don't really lose any money on games since I can ebay them for close to what I paid.

  3. I call bullshit by Anonymous Coward · · Score: 0

    How many demo consoles actually work at any of the stores, and if they do, how often is there not a 6 year old fuck NOT mashing buttons on it?

    This article is shit.

    1. Re:I call bullshit by theStorminMormon · · Score: 2, Interesting

      Hahahahahaha!!! Yeah, WTF is wrong with that kid? Doesn't he know games are for *adults*!? Just punch him in the face and take the controller next time! And where do you live that the demo consoles in *all* the stores are broken? Did you go around checking? Always one step behind the elusive 6 year old and his console-destroying mashing? LOL! "Damn! That stupid twerp beat me to it again!"

      Your myopically self-centered, pathologically egotistical post made my day.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    2. Re:I call bullshit by dogbowl · · Score: 2

      Thats about exatly as I picture game demo kiosks. I'm surprised that anyone doesn't picture them exactly the same way...

      I see demo kiosks at 2 places: WalMart and Target. Both (when they're working and turned on) usually have nasty, crusty controllers and are surrounded by 10-year old twerps. The majority of the time they just aren't turned on (which I assume means they're broken)

      (yes, I am aware that EBGames has kiosks. Those usualy aren't as crusty, however the 16 year old twerps that surround those are even more annoying)

      --

      These pretzels are making me thirsty.
    3. Re:I call bullshit by theStorminMormon · · Score: 1

      Right before the xbox360 was released I had to wait in line if I wanted to play CoD2. But usually only for about 5 minutes or so, and frequently no one was behind me. I beat the demo level several times that way (I didn't play the whole level if anyone was behind me, just a couple of minutes). Since then the demo kiosks in most Target, BestBuy, etc are empty. And I've only seen one broken.

      Guess it depends on where you're from.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    4. Re:I call bullshit by Anonymous Coward · · Score: 0

      Try going to the store during school hours.

  4. Works for music too by dolson · · Score: 1

    For games, I usually read reviews and impulse buy a lot of crap I never play. Demos have sometimes worked in the past, but it's not really a major factor.

    But, the principle works for me for music. I won't buy stuff that I don't know if I will like (unless it is very cheap, then I tend to add a few extra discs for a couple bucks to an order, if descriptions sound decent - but so far I haven't found any good music this way).

  5. None for me today, thank you by dogbowl · · Score: 1

    I have never played a game demo for a console game. I've seen a few floating aroudn the the PS2, but none for any games I'm interested in. I usually rely on multiple online reviews and/or message boards.

    For the PC .. sure I try out "demos". My good friend 'oosenet-ay' helps me out there. I've found that most commercially release PC games are in fact demos - in that the full functionality won't come out until 2 or 3 patches have been released and you can finally play the game without bugs.

    --

    These pretzels are making me thirsty.
  6. Unreliable by daeg · · Score: 3, Insightful

    Perhaps demo consoles in stores work, but that's only because they give you the full game.

    Downloadable demos are notoriously bad. Game companies hack their game apart to coble to together a demo and shove it out the door. They don't give a crap about bugs, and a demo appears to be a complete afterthought.

    Game studios should plan for a demo in advance. Having some bugs is acceptable, but too many will turn your users away from your game. I played the Caesar IV demo and refuse to buy the full game because of their demo. The installation process was brutal and completely retarded (for instance, I have DirectX 9.0c installed, but their demo installer insisted on uninstalling my DirectX and installing a fresh, unpatched copy of DirectX 9.0c, requiring no less than 3 reboots; it installed the .NET 2.0 framework, again, unpatched, installed an outdated version of MSXML parser, and disassociated my .NET file extensions so .cs files would no longer open in my editor by default).

    Make a good demo and you'll see even better sales figures.

    1. Re:Unreliable by theStorminMormon · · Score: 1

      Downloadable demos are notoriously bad.

      I'm kind of confused here. Even if most demos are really bad, that wouldn't contradict that the ones that are really good don't sell a lot of games. And even if the demos are bad - that doesn't mean they don't have an impact. That just means that people are being turned off by shoddy demos.

      I personally won't buy a game until I've demoed it or have a friend who knows my very well inform me that I must, in fact, trade my soul to play this game. I probably only buy a handful of games a year, but if you add up all the people like me who don't have money to spend on a game a week, that probably adds up.

      Right now I own an xbox360 (a gift, by the way) and two games for it. I already know the next game I buy will be Lost Planet purely because the demo is so much fun. I've played it through several times. I've also played through that zombie-in-the-mall demo and it was so awful that, despite rave reviews from Penny Arcade - I'm not going to touch it.

      You're right that the demo is often an after thought, but it *can* and *should* be the most important part of marketing. This was less true before xbox LIVE, etc, but now that there's an efficient way to push the demos to the consumers (and cheap too) this really is the best way to convince someone to buy your game. Hopefully developers will take the hint and start giving their demo's a little love.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    2. Re:Unreliable by daeg · · Score: 1

      I should have clarified that my post was regarding PC demos, not XBox360 demos (which are generally pretty damn sweet). PC makers seem to use demos to test out their engine and platform choices on consumers instead of doing some good testing themselves.

      Bad games with good demos won't sell, as you point out with the zombie-in-the-mall demo.

  7. Partial Reason the Gamecube was a Disappointment by sottitron · · Score: 1

    When the Gamecube came out and was based on an optical disc, one of the first things I thought of was "Oh, cool, they'll put demo discs into Nintendo Power and I will actually subscribe again!" Sadly, it never happened. There was one demo disc I remember that sold and it was awesome - Sonic, Viewtiful Joe, Splinter Cell... I think I would have bought more Gamecube games if I could have had one of those in my hands every month. I'd really like to see this rectified with the Wii. Maybe pressed demo discs will a thing of the past, but serving up demo content via download shouldn't be too difficult.

  8. It only works for good games by Original+Replica · · Score: 1

    When I'm in the market for a new game I go for reviews and then the demos of the well reviewed games. I've bought some games I wouldn't have without the demo (Eve Online, Galactic Civ2) and decided not to buy games that were hyped up but not impressive in the demo.

    --
    We are all just people.
    1. Re:It only works for good games by Control+Group · · Score: 1

      Yes, it only works for good games...but that's like saying "blue litmus paper only works for acid."

      I want a test that only returns positive for good games. That's exactly the metric I'm looking for. If it occasionally returns negative for good games, I can live with it, as long as the number of true positives is high enough that it keeps my game playing habit fed.

      --

      Reality has a conservative bias: it conserves mass, energy, momentum...
  9. Companies should listen to this by squisher · · Score: 4, Insightful

    I used to be a big fan of PC demos that you could get from magazine CDs back in the days or by download these days. But the problem is that while years ago companies cared, they just don't anymore. Isn't it true that today demos often appear AFTER the game is on the market already? Back in the days, doom, decent, even half-life 1 had very nice demos that you could get a real feel for the game before you buy it. Those were nice days...

    1. Re:Companies should listen to this by Necreia · · Score: 1

      If you want to play a demo of today's games, simply download/install a copy of Starforce and stare at web banner ads for a couple hours.

    2. Re:Companies should listen to this by theStorminMormon · · Score: 1

      Back in the days, doom, decent, even half-life 1 had very nice demos that you could get a real feel for the game before you buy it. Those were nice days...

      I agree that it's nice to get good demos before a game is released, but if it's a choice between a shoddy demo while the game is still in development and a great demo after the game is released, I'll take "after the game is released", please.

      There's really no reason to have to get a game the *day it comes out*, as far as I'm concerned. I routinely buy older games. I mean, if I'm going to hunt down a DOS copy of Master of Orion (and I have on eBay) then why should I turn my nose up at a game that's been out for 6 months or a year? I'm happy to play demos of games that have been around for a while. It means I've probably encountered a fair amount of buzz - from reviews or friends - about the game and now I have a chance to evaluate the recommendations for myself.

      It's a pretty simple concept. Want someone to buy your game? Let them try it out first.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    3. Re:Companies should listen to this by Anonymous Coward · · Score: 0

      True with Doom, Descent et all.

      Unfortunately you're still remembering the "good old days" better than they were. The Half-Life 1 demo appeared significantly *after* the game's original release.

      However, it was awesome in that it was *original content* that didn't appear in the game itself. So even after buying and completing the game - it was still worth downloading and playing the demo. :)

    4. Re:Companies should listen to this by Bios_Hakr · · Score: 1

      Demos are complete crap now. I won't buy any game until I have had a chance to download, install, and play the full version. If the game gives me more than 15 minutes of enjoyment, then I'll usually buy the full game. 90% of the time, it remains in the box.

      I encourage everyone else to do the same.

      Today, the only demos I d/l and try are those of the indie game companies.

      --
      I'd rather you do it wrong, than for me to have to do it at all.
  10. Xbox Live downloads changed my demo habits by Anonymous Coward · · Score: 1, Interesting

    I used to never get demos either, and had mostly good luck with game purchases anyway, from knowing what I wanted. It was just too much hassle to find a download site, go through the Download Now link to another site, go through the Download Immediately link to another site, then sit in line for 30 minutes, before the using the Windows Installer and subsequently uninstaller for a 5-minute demo.

    Xbox Live has however really changed that, it's very much easier and I have actually started downloading every demo on there. Still a bit of confusion as to what you can and can't do while downloading, but very simple both to download and remove. In my case it showed me that I didn't really want any of the current games on there. I do however think they should be a bit longer than 3-5 minutes (Kameo anyone?) if possible, added bonus if you can save at the end of it and continue at that point if/when you buy the game, or carry some sort of other incentive over.

    1. Re:Xbox Live downloads changed my demo habits by theStorminMormon · · Score: 1

      I agree, XBOX live has totally changed the demo equation. It's really easy to download them now, and you get to try out the games at your own leisure in your own home (instead of waiting in line at a retail store or something). I think it's especially important for console games since, after all, anyone that wants to "demo" a PC game is just going to torrent it anyway.

      Hopefully press like this will convince MS and developers to spend more time making the demos nicer. I liked the idea of being able to use your progress from a game when you buy the full copy (although in demos where you don't start at the beginning this wouldn't make as much sense). Now if only they sold the xbox 360 with a DVD burner and let you just pay for the full version and download it online to burn a copy (while they sent you a box in the mail...)

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    2. Re:Xbox Live downloads changed my demo habits by Is0m0rph · · Score: 1

      I agree too. I've downloaded almost all the demos on there for the 360. Kept me from wasting money on a few games for sure. In the case of Test Drive Unlimited it the demo made me run out and buy it the same night.

  11. Once, somebody said something insightful: by Anonymous Coward · · Score: 0

    "No shit, Sherlock."

  12. Demo by MeanderingMind · · Score: 3, Interesting

    Given the largely uninformative nature of reviews these days, the only options left to figure out if a game is any good are as follows:

    1) Try it yourself
    2) Read the box cover and judge from that
    3) Force a brother/friend/slave to buy/rent the game.
    4) Pester the Gamestop people about it incessantly until they ban you from the store for harassment.

    Obviously 1 and 3 are related, while 2 and 4 are suboptimal. Quite simply, I'm far more inclined to buy games I have experience with beforehand. It took me about 5 minutes of actually play to realize I liked Ninja Gaiden on the Xbox, while it can take a day's worth of review and opinion browsing to even get a feel for some of the basic mechanics of a game, let alone finer points.

    Because of that, I really enjoy demoing and renting games first. It's far more time efficient and worthwhile.

    --
    Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  13. We do by cliffski · · Score: 4, Insightful

    Forget big retail games, many of their demos are poor, some install starforce, many are just HUGE, and often they have all that unskippable advert logo bollox.
    If you want downloadable game demos, you want indie games. If you can live without cutting edge 3D effects, you will be pleasantly suprised.
    I make a living (just) from selling downlaodable games, so it is absolutely ESSENTIAL for me to put together a good, fun demo that gets people into the game as quickly as possible, with no fuss, no delays.
    To achieve this I make sure that:
    1)the demo is small as it can be
    2)the demo is the exact same code version as the full game. If the demo works fine, the full game does too
    3)the demo starts up asap, with no logo nonsense.
    4)you can *trivially* get my demo, from a direct .exe link on my site. Imagine... no email signup, no pop-up ads, no fileplanet subscriptions, no persuading you to 'subscribe' to geta afster server. Just a direct, reliable, fast demo download, that is getright friendly.

    Its been obvious to me and my fellow devs that making a good demo available is *crucial* to any game that isn't hyped to oblivion. Where I used to work, they relied on hype to sell the games, so made sure they didnt get a demo done in time for release (if at all). Personally, I think gamers deserve to try before they buy.

    Sorry for the long adver-rant, but this is an issue i feel really strongly about. Demos are essential for PC games, and so many companies screw it up.

    --
    DRM-free indie games for the PC and Mac: Positech Games
  14. Hmm... Not Really by Bones3D_mac · · Score: 1

    While some people prefer to try before they buy, there are a heck of a lot more people who buy games strictly on impulse. It's not much different than buying a DVD. No one intentionally goes looking around for five-minute clips of a movie they might be interested in buying before they buy it... they just buy it.

    I was once a huge fan of the demo download stuff on Xbox Live after buying my Xbox 360, but I've learned over the months that the downloadable demos are rarely representative of the final product. The demos are often loaded with bugs and use inferior textures/models, which has actually driven me away from buying some game titles that I later found out were good in their final versions. As a result, I've often downloaded game demos of titles I was interested in, but rarely actually played any of them before buying the game itself.

    To some extent, demos are important to a key few individuals. But claiming that demos are vital to the entire market is complete rubbish.

    --


    8==8 Bones 8==8
    1. Re:Hmm... Not Really by theStorminMormon · · Score: 1

      No one intentionally goes looking around for five-minute clips of a movie they might be interested in buying before they buy it... they just buy it.

      That's because of a magical invention we like to call a "movie trailer". And you know, they make those trailers before movies are completely finished with production as well. So maybe dev/publishers could get their act together to get some demos out there with polish similar to what you see with trailers.

      In any case - who juts goes out and buys DVDs they've never seen on impulse? Let me guess - you're not married, or at least certainly don't have kids. For those of us that are and that do there's a little thing called a "budget". Not a ton of fun, I admit, but better than losing your house. In any case, as gamers age, it's going to be increasingly important to cater to those who no longer have buying games as a top priority.

      I mean I used to love sci-fi enough that I'd pretty much pick up and enjoy any book with a good spaceship on the cover, but as I've gotten older I don't have as much time. As a result, I choose books these days more based on recommendations, reviews, and even tracking which authors endorse which other authors (since I've found that authors I like tend to endorse other authors I like). Same goes for game demos. You may just pick up games on impulse all the time, but there's going to be an increasing number of gamers like me who don't buy as much (per gamer) and therefore are a lot more picky about what we do buy. And we, I think, want demos. (Good demos, of course.)

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    2. Re:Hmm... Not Really by Control+Group · · Score: 1

      To some extent, demos are important to a key few individuals. But claiming that demos are vital to the entire market is complete rubbish

      Then I suggest you go and fund a study to see if you can find evidence for your claim. When comparing a study of 12,100 video game purchasers to your personal buying-habits anecdote, you'll forgive me if I weight the sample size of 12,100 more heavily than I do the sample size of 1.

      When you're talking about a $60 purchase, it's not a terribly surprising result to find that people who play a demo and like it are more likely to purchase the game than they are to purchase a game whose demo they don't like. In fact, claiming otherwise would require some significant proof. If I've got $60 to spend, I will always buy the game I've tried and liked, rather than buying the game I tried and didn't like on the off chance that the demo wasn't representative of the final product.

      This is the concept that shareware has rested upon for almost 20 years, it's the concept that drove all the major DB/DBMS providers to give away "toy" versions of their products, it's the concept behind movie trailers, it's the concept behind TV pilots, and it's even the concept behind free food samples in the grocery store.

      Your assertion that it's "complete rubbish," with no associated evidence beyond personal experiance of an unspecified sample size which featured demos having an unspecified degree of inferiority to their unspecified full game versions just isn't very compelling.

      Besides which, are you seriously trying to claim that you have more faith in the games review industry (or, worse, the games marketing industry...or even, heaven forfend, box art?) to be more representative of which games you'll like than actually playing demos of the games? Or do you just pick games off the shelf at random, completely disregarding any pre-purchase evaluation of whether or not you'll enjoy the game?

      Alternatively, do you only play games that your friends have purchased first? I hope you'll see how that may not be a universally applicable metric, particularly this early in the market penetration cycle of the next-gen consoles.

      --

      Reality has a conservative bias: it conserves mass, energy, momentum...
    3. Re:Hmm... Not Really by Bones3D_mac · · Score: 1

      Ok, maybe I need to be a bit more specific on this... demos are not important in terms of game console users.

      For years, computer users have had the option to download demos of games right onto their hard drive for evaluation before purchase. But as for game consoles, this is an entirely new concept. People who buy game consoles demand convenience in their gaming experience. Very few people I know would knowingly walking up to their game console, pop in a demo game disc just to get five or ten minutes of use out of it. The physical act of disc swapping is far different than double-clicking on an icon. If I'm going to bother getting up to put in a game, it better damned well be a full version of the game in question that will at least bring me a couple good hours of entertainment.

      --


      8==8 Bones 8==8
  15. Mobile phones by Rinisari · · Score: 1

    I wish that mobile phone service providers would realize this.

    I don't know what other carriers are like, but Verizon has very, very few games offered through Get It Now that have demos. No way am I going to pay $10 for a game I've not seen nor heard of before. This is the reason I have never bought any games on Get It Now (beside the fact that they are all super expensive and I'd rather blow my cash on real computer games).

    1. Re:Mobile phones by RobertB-DC · · Score: 1

      I wish that mobile phone service providers would realize this. [...] No way am I going to pay $10 for a game I've not seen nor heard of before.

      I'll second that emotion. I just got a phone from T-Mobile, and it has a demo version of something called Midnight Pool. You can play up until someone's cleared everything but the 8-ball. The full version costs $5.99, and I'm seriously considering it. But there's no way you'd have convinced me to spend six bucks on a mobile phone game that may or may not work. My wife has downloaded a bunch of games to her phone that absolutely suck on her screen (Pac-Man, in particular, is unplayable).

      I just realized something, though. We're not the target demographic. She is. *sigh*

      --
      Stressed? Me? Of course not. Stress is what a rubber band feels before it breaks, silly.
  16. never get to use my joystick by CranberryKing · · Score: 1

    What is a good game for my Logitech Extreme 3D pro. I never use it because there don't seem to be a lot of games that make sense of joystick anymore. Flying, spaceships, cars. All I play now is Urban Terror and games that use mouse & AWSD.

    Tell me some good demos!

  17. More demo per meg, please by spyrochaete · · Score: 2, Interesting

    I often play a demo or a "demo" (wink nudge) before purchasing a game, but it's a little frustrating when many demos these days exceed 1GB or even 1.5GB! That's a lot of time spent downloading to play a 20-minute demo. I don't mind the download times, really, but how about some more substantial demos?

    I got antsy and bought Just Cause for PC last week. Oops. If I'd tried a demo (does one exist) I'd know it was an unpolished POS.

    1. Re:More demo per meg, please by Aladrin · · Score: 1

      I totally agree with trying the demo, and that they aren't substantial enough a lot of times. If I'm unsure about a console game, I rent it from GameFly, and if I'm unsure about a PC game, I try a "demo". I've actually bought quite a few games after "demo"ing them, but there's been quite a few more than I deleted after an hour and thought "Holy crap, I'm glad I didn't buy that."

      I've been bit on buying games just too many times. I bought PSU today, knowing that it'd just be PSO with a little extra, and it is. Pretty safe buy. As I'm leaving, the manager says 'See you next week for FF12.' ... I turned around and said 'I pre-ordered that?' ... I had. Lord knows what lack of sanity prompted that, but I did. Definitely meant to rent that one first. Ah well, sell back price will probably be pretty good.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  18. Obvious by Sigma+7 · · Score: 1

    Of course game demos is an essential method of getting purchases. It worked for the shareware version of Doom, Quake, and the whole slew of games in ~1990-1995.

    It's also the reason the "demo" levels tend to be the most polished in the full versions of the game - it's been tested heavily by the users that point out every single flaw in the map/whatever. Compare this to the "final" levels in the retail, which appear to be rushed in order to meet some deadline.

    The last game I purchased was Shadowgrounds - based on the demo - and I am now proceeding to take screenshots of every single plot point. Since I took a bundle purchase, I also got Darwinia - a game where I wouldn't have bought otherwise (since it looked like it was a guarenteed victory game, especially on demo difficulty).

    If you don't have some sort of demo system, then don't expect as many sales. It's a simple rule, especially with the software gaming industry.

  19. Especially important for the Mac by XxtraLarGe · · Score: 1

    Since most Mac games are ports, you never know what the quality of the port is going to be like, or if it's going to run on your system. I was mildly interested in Deus Ex when it came out, but the demo definitely got me hooked. Same for Unreal Tournament. The demo for NWN actually discouraged me from buying it. Now, with more recent titles, like Civilization IV, Quake IV and World of Warcraft, you definitely need to try before you buy, unless you have a high-end system. When it comes to buying games, there's nothing more disappointing than a game you've been looking forward to not working well on your computer after you've bought it.

    --
    Taking guns away from the 99% gives the 1% 100% of the power.
  20. In other news, advertising can increase sales by Control+Group · · Score: 1

    Demos are fantastic, and after getting to know and love them on the 360, I'm quite certain the Wii and the PS3 will get fewer purchases from me if they don't make acquiring demos as easy and cheap (free) as Live! does.

    Several posters have mentioned that demos are often buggy, and not representative of the final product. This may be true, but it really doesn't matter.

    In the first place, since the article is proposing that good demos sell games, I don't see how bad demos really counter the assertion.

    In the second place, from a personal standpoint, when I'm thinking about dropping $60 on a piece of entertainment, I would much rather employ a test that is biased towards false negatives than false positives. This may mean that I miss a game or two I would really have enjoyed, but it also means that the games I do buy, I enjoy. Of the fifteen or so video games I own for the 360, the only game that has proved to be a bad purchasing decision is one that I didn't play a demo for (PD:Z).

    Relatedly, I just played the demo for Ninety-nine Nights...and went from being pretty interested in the game to dropping it from my "buy" list. Might it be a game that I would like if I gave it a chance? Sure, it's possible. But given the number of video games out there and the time/money I have to spend on playing them, it's guaranteed that I'm going to miss some good ones, anyway.

    This just means it's the publisher's job to give me a demo that sells me on the game.

    --

    Reality has a conservative bias: it conserves mass, energy, momentum...
  21. Thanks for the tip, Sherlock by Digital+Vomit · · Score: 1
    GameDailyBiz is carrying a story looking at the importance of demoing a game before purchase, a factor apparently crucial in game buying decisions for many gamers.

    ZOMG!!! Who'da thunk it?

    Seriously, are media execs so ignorant of the real world that something like this is big news?

    Hey, game industry execs! Here are a few other apparently crucial factors in game buying decisions:

    • Reasonable price
    • Works properly (i.e. few bugs)
    • Is fun to play
    • Doesn't contain spyware, etc.
    --
    Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    1. Re:Thanks for the tip, Sherlock by servognome · · Score: 1

      Hey, slashdot Nerd!!

      * Reasonable price - Wrong
      * Works properly (i.e. few bugs) - Wrong
      * Is fun to play - Wrong
      * Doesn't contain spyware, etc. - Wrong

      From the actual Sales Data
      The crucial factors are:
      * Famous brand
      * Sequel
      * If possible BOTH
      * Make a poor ripoff of a good game and add more violence and vulger language

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    2. Re:Thanks for the tip, Sherlock by Digital+Vomit · · Score: 1
      Hey, slashdot Nerd!!

      Let's see if I can make a response appropriate to your level of debate...

      Hey <noun insult>!

      <whatever you said> - Wrong

      Here's why

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
  22. Re: Why the others don't by DingerX · · Score: 2, Insightful

    Yeah, it's amazing how most of the "Big business" distributors screw this up, yet how important it is.

    Actually, it's not amazing at all. The "indies" have a strong advantage here, almost to the point of being a market inefficiency, because of the different business models:
    With a "Big House" developer or distributor, marketing is separate from development. A "demo" or "Beta Demo" is a marketing requirement on development. If developers are trying to hold a timeline, that inevitably means that they won't always be receptive to putting out a free demo.
    On the other hand, for an "indie game", the marketing budget is pretty darn small. The demo gets into the hands of a lot of potential players, pretty fast. Even someone who won't be a customer, whether because they don't have access to the cash, or because they're outright pirates, can at least be an unpaid "advertiser" for the product.

    But demos are two-sided. A really, really crappy demo will scare people away from the product. Those who do this for commercial reasons often release crappy product. You don't want a demo of that. And then there's the threats-by-committee. What if you release a game with a major online component, and the "free area" becomes more successful than the "pay area"?

  23. Demos are ok, but... by garylian · · Score: 2, Insightful

    Demos are ok, but you really are only seeing a snippet of a game, and have no idea how good or bad it really is. Also, you have to have a really strong broadband connection to download it. The Battlefield 2142 download took a heck of a long time, and I have a 15Mb/s down fiber optic line. I didn't even download it on its first available date, too.

    The problem with demos is it is the only really clean piece of code the game company will release, including its Gold image. They want to wow the customer, so they make that a really tightly QA'd portion of the game. You play it, and think "this is really tight! The gameplay was fast, fun, and I bet the rest of the game is the same way". And it often isn't. Especially since many development shops leave critical bugs in the game to foil the pirates that want to have the orignal disc image. Nothing like a zero-day patch to spoil any pirates!

    So, the demo may be clean, but the rest of the game could be buggy as hell, requiring multiple patches to make it run smoothly for even the most common of system setups.

    Anyone that plays a demo just needs to remember that what they are playing is probably tbe cream of the work done for that project.

  24. Double-edged Sword by TriezGamer · · Score: 1

    Demos are great for the consumer, and I fully agree that we need more of them, however, for the business it may not be so helpful in some cases. A game that is fun, but repetitive, often gets boring after a while. A demo of such a game might actually reduce sales. And of course, having a poorly recieved demo in the first place will kill your sales.

  25. Spending Surveys by Databass · · Score: 2, Interesting

    When I register a game from say, publisher Electronic Arts, they ask me "How did you hear about this game?"

    A-Magazine
    B-Television
    C-Friend
    D-Saw it in a games store
    etc

    They never ask E-I played the warez version and liked it enough to buy it. If they're not asking about that form of "demo-ing" a game, they'll never be able take into account people who want to try before they buy with the cracked version.

  26. What is this, a dupe from 1992? by Anonymous Coward · · Score: 0

    The 90's called, they want their OBVIOUS back.

    We've known this for a decade and a half already. Wolfenstein 3D and Doom proved the market. Just because they called it "shareware" back then doesn't change anything. GIVE PEOPLE A LITTLE, and if they like your product, they are more likely to buy it. *DUH*

  27. Mutual conflicts by tepples · · Score: 1
    1)the demo is small as it can be

    Are you expecting size optimization to be performed to the extent that it was in .kkrieger, whose demo is 0.1 MB?

    1)the demo is small as it can be
    2)the demo is the exact same code version as the full game. If the demo works fine, the full game does too

    These requirements can be mutually conflicting. The full game may be optimized for speed, not size. In addition, the full game generally comes on a DVD, and its code includes an installer as well as verification of an authentication token stored on the DVD.

    2)the demo is the exact same code version as the full game.
    3)the demo starts up asap, with no logo nonsense.

    These requirements can also be mutually conflicting. The full game has production logos, which are often used to cover up loading.

    4)you can *trivially* get my demo, from a direct .exe link on my site.

    At how many kilobytes per second? Is BitTorrent acceptable?

    making a good demo available is *crucial* to any game that isn't hyped to oblivion.

    Even games in The Elder Scrolls series? ;-)

    1. Re:Mutual conflicts by rabiddeity · · Score: 1

      [1 and 2] can be mutually conflicting. The full game may be optimized for speed, not size. In addition, the full game generally comes on a DVD, and its code includes an installer as well as verification of an authentication token stored on the DVD.

      The only real restriction I see here is extra size from artwork/textures/models/sound/music/levels (assets). The size of the program executable from compiling with "size" vs "speed" is negligible in most cases, for download purposes. If your game is developed sanely, the installer code is separate from the authorization code is separate from the game code is separate from the artwork. Do you really need authorization code for a demo if you distribute with limited assets? And copy protection tends to be something you wrap around a finished executable... like you need or want copy protection on a freaking DEMO. You want people to give it to their friends. Right? But the point is, compiling without that code won't affect how the game plays. (Now if your copy protection breaks the full game, you have other issues.)

      [2 and 3] can also be mutually conflicting. The full game has production logos, which are often used to cover up loading.

      I think what the OP meant was blatant LOOK AT THIS AD FOR MY GAME FOR 20 SECONDS BEFORE STARTING AND QUITTING!@#*!*%^(!* crap that a lot of companies put into their demos. Do you know what I'm talking about? I go to quit the game, and I get a full page ad for the game I just played, and have no way to press spacebar or click to get back to my desktop. Okay, I played your demo. If it was that good, I'll buy it. Now let me go. As for loading screens, use the original artwork logo with the word DEMO on it somewhere. Or even a small ad listing one of the features of your game; I don't think that would be too annoying. Was that so hard?

      At how many kilobytes per second? Is BitTorrent acceptable?

      Yes, of course it has to be fast enough. Fast enough means a short enough time that your average user would put up with downloading it. For higher budget games with flashy graphics that's obviously going to be a longer time. But it should also be free to download. Restrictions like "give me all your marketing information" make it not free, because it means I have to pay for your demo with information. A torrent would fit these criteria, as long as you have a permanent seed and tracker available. Fileplanet does not. If you're an indie developer and have large demos, use torrents. If you're a big developer, pony up and pay for the bandwidth, you cheapskate.

  28. In what genre? by tepples · · Score: 1
    Actually, it's not amazing at all. The "indies" have a strong advantage here

    But are the "indies" producing games in the genres that I want? My PC has a TV output and a USB hub that accepts game controllers; where are the four-player PC games that take advantage of them? Where is the indie counterpart to Mario Party, Smash Bros., Bomberman, or WarioWare?

  29. Parents who buy G-rated DVDs on impulse by tepples · · Score: 1
    In any case - who juts goes out and buys DVDs they've never seen on impulse? Let me guess - you're not married, or at least certainly don't have kids.

    A lot of parents by DVDs on impulse. Specifically they buy G-rated DVDs, especially those distributed by The Walt Disney Company, to let them use the television as a surrogate babysitter.

    1. Re:Parents who buy G-rated DVDs on impulse by theStorminMormon · · Score: 1

      Ugh! That even worse - so much worse - than just random conspicuous consumption! You're absolutely right, of course, it's just that that's not something my wife and I are very keen on. We prefer the kind of babysitter you pay. Well, technically, family is best 'cause you don't have to pay them, but you get the point.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
  30. Multi-game demo discs by tepples · · Score: 1
    Very few people I know would knowingly walking up to their game console, pop in a demo game disc just to get five or ten minutes of use out of it.

    Then have each publisher put demos of, say, all its 2006 titles on its 2007 demo disc. I seem to remember a disc distributed with the original PlayStation that had playable demos for ten games on it.

  31. So /you're/ the guy who registers games! by Anonymous Coward · · Score: 0

    Why on Earth do you bother?

  32. Mutual conflicts explained by tepples · · Score: 1

    Your nonstandard phrasing ("A is B is C is D") makes it difficult to break up quoted text to address each point of your comment.

    If your game is developed sanely, the installer code is separate from the authorization code is separate from the game code is separate from the artwork.

    Copy authentication code that is separate from the game engine is ineffective, as it gives those who would defeat the copy authentication a single point to attack. Effective copy authentication relies on making the obscurity robust enough to survive an attack until at least after release week, and this means measures that produce a binary with intentional poor factoring.

    And no, game code and artwork are not necessarily separate because some game code applies only to specific scenarios (or levels, maps, chapters, etc.) supported by specific artwork. Should effects or scripts that get activated only in scenarios that do not appear in the demo be left out of the executable (violating cliffsky's requirement 2), or should they be left in (violating cliffsky's requirement 1)?

    And copy protection tends to be something you wrap around a finished executable... like you need or want copy protection on a freaking DEMO.

    Which violates cliffsky's requirement that "the demo is the exact same code version as the full game." Besides, do you want the mod community making mods that work on the demo, or do you want mod users to buy the full version?

    1. Re:Mutual conflicts explained by rabiddeity · · Score: 1

      Hmm, interesting points. Let me see if I can answer them one by one.

      I'm still not clear as to why you'd need copy authentication in the demo. If you're using a serial-key based system for online-based authentication (for multiplayer) I don't see why you couldn't just require the serial just for multiplayer. Set up your game so that single player requires no authentication, and multiplayer matchmaking through your server requires one. People with the demo don't get a key, but don't need one. People who bought the game (and got a key) get access to full multiplayer capabilities.

      And no, game code and artwork are not necessarily separate because some game code applies only to specific scenarios (or levels, maps, chapters, etc.) supported by specific artwork. Should effects or scripts that get activated only in scenarios that do not appear in the demo be left out of the executable (violating cliffsky's requirement 2), or should they be left in (violating cliffsky's requirement 1)?

      If the game is designed with proper modularity, scripts should be part of the assets and not part of the main executable. By effects I assume you mean graphical and audio effects. If it's part of the game engine, there's not much space penalty in leaving it in, is there? Of course, if your code isn't modular then it's going to be really tough to not change the code; if things like menus and even loadup scripts are hardcoded into your game, then you've done a poor job in the design phase. If it's done right, you supply two different resource packages, one for the demo and one for the full version. The difference is that the demo version has a different list of resources (levels/chapters and art/script dependencies, maybe a different loader script, different title screen with the word "DEMO" on it, different menu script that grays out some options, etc). Think of it like you'd think of internationalization projects, if you've ever done that. It's not difficult if you've written good tools during development and you've kept your stuff modular.

      As for copy protection, I suppose I need to explain myself a bit more. The way that most commercial copy protection works these days is by "wrapping" the finished product. You supply a compiled exe, and the copy protection toolkit encrypts it. Nothing in your code has to change to accommodate the wrapper. When the copy protection detects a valid install media, it decrypts the game exe and plays. For your demo, you don't need or want that code. But again, that's not game code, that's a copy protection wrapper.

      Your point about people modding the demo is good; I hadn't thought about that. I guess you'd have to add a compile-time flag; if the demo flag is set, the code that loads external resources isn't included. Or, change the define that says how many resources can be loaded at once. Sure, someone will probably hack it. But once the full version comes out they'll hack the copy protection on that instead.

      The main point behind cliffsky saying the code doesn't change is to prevent a few things. It doesn't mean the code is identical between demo and full product, but it means you should be able to compile both from the same source with a single flag change. That means a few things. It means your demo and your final product share patch lines, which means if you fix a major bug in your full version you can recompile the demo with the latest code. It also means the demo plays exactly like your full game, with a restricted feature set. I've played a couple demos that were cobbled together from beta code and never updated. They were buggy, and they reflected poorly on the full version. Do you at least see his point?

  33. Size size size by MMaestro · · Score: 1

    I don't care if you've made the best game of the year, I'm not downloading a 1+ GB demo! Waiting several hours to play a demo that may or may not=be good/polished/buggy/have adequate length/hold my interest/work on my computer at all is not cool.

  34. I don't know about you, but... by roguenine19 · · Score: 1

    Demos don't really have an effect on my game purchasing. If I'm on the fence enough that the demo could swing it one way or the other, it's usually not a good enough game to merit dropping $40.

    Usually when I download a demo it's either to tide me over until a game I'll definitely buy releases (as happened recently with Dawn of War: Dark Crusade), or because I'm bored and want to play something new without having to spend any money. In the first case, I'm already sold on the game anyway. If I'm not excited about the game to begin with, I'm probably not going to blow the money on it to begin with.

    Of course, this is most because of my buying habits: I don't buy something unless I need it or seriously want it. There's not much room for something that could potentially suck, unless it's dirt cheap.

  35. But not TOO good... by AaronLawrence · · Score: 1

    There is a risk for publishers. If they make the demo really good, it can be more successful than the game itself.

    My example is Unreal Tournament 2004. While it was a successful game, the demo included several very good maps and online modes for them, and to this day there are far more people playing demo than the full version. I'm fairly confident that some of those people would have bought the full version if the demo hadn't been so thoroughly good.

    So there's a tricky judgement to make about how much content and quality to give away.

    --
    For every expert, there is an equal and opposite expert. - Arthur C. Clarke
  36. Nintendo DS is great for this by Chris+Pimlott · · Score: 1

    Clearly Nintendo already knows this well; every major video game store has a wireless DS kiosk with free wireless demos. You just connect wireless, pick which one you want and you can play it as much as you want on your own DS until you turn off the power. Even that's not a big restriction, as you can just close the DS to put it in sleep mode, which is very efficient - a DS can sleep for days.

    It's a very nice system, very easy to use and great for consumers. I can't yet say that I've purchased something directly because of it, but it has gotten me interested in some games that I wouldn't have heard of otherwise.

  37. Demos make a difference by default+luser · · Score: 1

    I remember back in about 1995 I was occasionally buying PC Gamer, and one month they had a feature on Transport Tycoon, a game I'd never heard of. They supplied a demo disk, but I remember tossing it aside because I din't have enough ram to run the game. However, once I upgraded, I plugged in the disk, and was instantly hooked. I've played that game ever since, and it seems I'm not the only one - the game has inspired an entire development community, including the TTDPatch, and OpenTTD.

    I did the same thing with Battlefield 1942. I didn't hear of it until the demo was already out. Everyone said I had to play the demo, so I did. Just like that, I was hooked, and I bought the game the week of release. I did the same thing with Battlefield 2, because it was such a big improvement, even over the Desert Combat mod. However, recently I played the demo for Battlefield 2142, and I found that it sucked, so I refused to buy it.

    The game that I havn't played demos for (because they were not available): I'd say I enjoyed at least 2/3 of the games, but I find the ratio is only that good because I research them extensively.

    Yay for demos! They make it easy to find good games.

    --

    Man is the animal that laughs.
    And occasionally whores for Karma.

  38. Interpreted AI makes a game run slower by tepples · · Score: 1
    I'm still not clear as to why you'd need copy authentication in the demo.

    If your computer is compatible with everything but the copy authentication, which is often based on bad sectors on the DVD or the Burst Cutting Area or something hardwareish like that, then a computer might be compatible with everything in the game except its copy authentication. Cue stories of people getting no-CD cracks just to make games that use StarForce work.

    Set up your game so that single player requires no authentication

    And then pirates will negative-day release your game's single player component.

    If the game is designed with proper modularity, scripts should be part of the assets and not part of the main executable.

    Do you mean that the AI of game characters not included in the demo and the procedures used to generate textures and models not included in the demos should be interpreted, not compiled? How much speed penalty will this exact? Even on a handheld? Or do you mean that the compiled AI should be distributed as a compiled DLL in the assets?

    By effects I assume you mean graphical and audio effects. If it's part of the game engine, there's not much space penalty in leaving it in, is there?

    Any space penalty is too much according to a strict interpretation of requirement 1: "the demo is small as it can be". Imagine if procedural pine trees show up only in one level of the game, a level that is not included in the demo. If the code to render the trees is left in the demo, then the strict interpretation of requirement 1 is violated. If the code is removed from the demo, then the strict interpretation of requirement 2 is violated. If the code is put in the assets and interpreted, then performance suffers.

    Your point about people modding the demo is good; I hadn't thought about that. I guess you'd have to add a compile-time flag; if the demo flag is set, the code that loads external resources isn't included. Or, change the define that says how many resources can be loaded at once. Sure, someone will probably hack it. But once the full version comes out they'll hack the copy protection on that instead.

    The modding community tries to be legit, providing patches against the full version, not the full version itself. A mod for the full game requires the full game; a mod for the demo requires the demo. A mod may make its resources look just like internal resources (e.g. Doom before the PWAD system was implemented). Or are you talking about digital signature verification of assets?

    Do you at least see his point?

    I was confused by the lack of qualification of "code" in the sentence "the demo is the exact same code version as the full game" with a modifier of "source" or "object" or "executable". As I first read it, I got the impression that it had better be the same executable. I was waiting for cliffsky to clarify.