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."
When did "spend" become a noun?
Perhaps demo consoles in stores work, but that's only because they give you the full game.
.NET 2.0 framework, again, unpatched, installed an outdated version of MSXML parser, and disassociated my .NET file extensions so .cs files would no longer open in my editor by default).
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
Make a good demo and you'll see even better sales figures.
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...
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!
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. .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.
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
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