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Do Game Demos Have an Adverse Effect On Sales?

An anonymous reader writes "Unigamesity has an analysis of the effects game demos and beta tests have on the full release of video games. Quoting: 'If we think about LittleBigPlanet, Age of Conan or Mirror's Edge, we notice they have two things in common: very successful and well received demo versions (or beta stages) and very poor, lower than anticipated game sales. And since these are not the only titles in which a demo (or the lack of it) appears to be connected with their commercial success, I believe we should analyze the influence demos have in the game world and debate: are game demos game killers?'"

178 comments

  1. LittleBigPlanet by binarylarry · · Score: 2, Insightful

    I'm gonna have to blame the PS3 for LittleBigPlanet's failures.

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    1. Re:LittleBigPlanet by Nerdfest · · Score: 1

      LBP seems like a neat game from what I've seen, so I can't explain that one. One thing that demos have stopped me from doing is buying bad games that I would have thought would be good. I've played many on XBL where I'm damn glad I played the demo ... some games look great, but play poorly. That said, I've bought games I wasn't sure I'd like because of the demo.

    2. Re:LittleBigPlanet by binarylarry · · Score: 1

      I meant the fact that the PS3 is very expensive and few people own one.

      --
      Mod me down, my New Earth Global Warmingist friends!
    3. Re:LittleBigPlanet by shawb · · Score: 4, Insightful

      Look at the release dates of the games in question. A better title would read "Does A Failing Economy Have An Adverse Effect On Sales Of Luxury Items?"

      --
      I'll never make that mistake again, reading the experts' opinions. - Feynman
    4. Re:LittleBigPlanet by bconway · · Score: 1

      What failures? It's a fantastic game and there is an enormous online community. There are always people available to play with.

      --
      Interested in open source engine management for your Subaru?
    5. Re:LittleBigPlanet by MBraynard · · Score: 2, Informative
      Well, despite a rough 2008, spending VG stuff grew by leaps and bounds - 20%.

      See here.

    6. Re:LittleBigPlanet by shawb · · Score: 1

      Point well taken... video games are fairly inexpensive as far as luxuries go.

      --
      I'll never make that mistake again, reading the experts' opinions. - Feynman
    7. Re:LittleBigPlanet by cgenman · · Score: 1

      How many people want to make video games, rather than play them? LBP was a game made for game makers, not people who just want to get lost in a fantasy. And while Mirror's Edge was a great concept, the execution definitely could have been better. Age of Conan a World of Warcraft killer? Do they have any idea how many MMO's lie dead now due to trying to go Head to Head with WoW's incredible installbase?

      To step back to a bigger scale, 80% of good games fail to recoup. It's just a fact that making a great game is not enough to make great sales. There is that magical 20% that happens to strike the fancy of the time and catch on. The three games in the example were in the 80% (except, of course, LBP, which more than made a profit).

      He does ramble to the point, that a demo can tap the excitement from a game rather than stoke it, but most games don't have the luxury of being as well known as Grand Theft Auto or Metal Gear Solid. There are bad demos, in that they either fail to interest, stifle existing interest, or simply satisfy interest. I seriously doubt any of the examples that he cites fall into that last category.

      On a personal note, I played the Skate 2 demo last night. That definitely converted me into a potential future buyer. The same was true with Burnout Revenge, Dead Rising, and all of the XBL games I've picked up.

    8. Re:LittleBigPlanet by sleeponthemic · · Score: 1

      Sales

      --
      I record my sleeptalking
    9. Re:LittleBigPlanet by M1rth · · Score: 5, Interesting

      The question was: "Do Game Demos Have An Adverse Effect On Sales?"

      The answer is: "Only if the game in question sucks, is mediocre, or is a one-joke wonder."

      A better question would be: "If they don't think their gameplay holds up, why won't they release a demo?"

      Compare Doom, for example. Doom, on the face of it, rocked for its time. Giving away an entire 1/3 of the game, far from "having an adverse effect on sales", helped make it a sales king. Even when id software released Doom2, they had a demo out, and the demo still kicked ass and drove sales.

      Now think of a lot of games with a demo that "hurt" sales. What games are these? They're mediocre titles. They're titles that just plain aren't worth $50-60 to buy in.

      They're the titles that the companies have to trick you into buying. A flashy set of screenshots on the box (that may or may not be representative of the game at all, or may be images of the pre-rendered cutscenes masquerading as "gameplay footage"), a paid-for (or threatened-for) review in a few magazines to garner an award or catchy phrase on the box (how many "best XXX of XXX - XXX magazine" blurbs do we see every year?), "managed review scores" that embargo any site giving below X% so as to trick the early-comers into thinking the game is hot (watch how many games drop from 90% to below 70% aggregate within a month or two of release, when the REAL gamers have their say) and so on.

      Kick out a demo of a stinker, and the demo will still be a stinker. Kick out a demo of a mediocre title, and you'll probably turn off those who don't have money (or time) to burn on mediocre titles. Kick out a demo of something that kicks ass, and you'll draw sales.

      Examples: I bought Doom on the strength of the "demo." I bought Descent on the strength of the demo. I bought Portal for the 360 on the strength of the demo. I bought the first episode of the Penny Arcade games on the strength of the demo (ok, so I bought episode 2 on the strength of episode 1).

      I dropped Rocky & Bullwinkle, N+, and Marathon:Durandal after deciding the demo proved they weren't for me. I might have bought Guitar Hero: World Tour but it's almost exactly the same as Rock Band, and I already burned two months' gaming budget buying Rock Band songs. I don't need to burn another two months' budget on the same exact songs (even if I just use the RB controllers) for GH:WT just to play an almost identical game.

      Video games may be "fairly inexpensive as far as luxuries go", but I still budget myself. $120 a month = 2 games, now. I think that's pretty extravagant. Plus working full-time and spending time out with friends (you know, enjoying natural light, social contact, girls, the real world and all), I don't have the time to buy 6 games/month and play them all anyways. I have to pick and choose. If there are demos, it helps me pick out the good ones. If a game doesn't have a demo, then my rent-before-buy policy will serve the same purpose.

      Lesson to the game purveyors: you're competing for $120 of my budget and 40 hours of my time each month. If you can't bring a demo to the table, then you've got one strike against you, because I know you don't think your gameplay will grip me enough to buy the game.

      --
      If you can read this sig, congratulations, you have your glasses on!
    10. Re:LittleBigPlanet by Anonymous Coward · · Score: 0

      Age of Conan was released before the failing economy, it just sucked.

    11. Re:LittleBigPlanet by Anonymous Coward · · Score: 0, Offtopic

      That was a very well reasoned, adequately written argument. I'm sorry that slashdoters the only ones that are going to read it.

    12. Re:LittleBigPlanet by unapersson · · Score: 1

      LBP was a game made for game makers, not people who just want to get lost in a fantasy.

      Are you sure you've actually played it? The game is excellent, full of constant surprises and an excellent multiplayer experience. We've played it a lot and the only person to really touch the level creation side of things is our five year old son.

    13. Re:LittleBigPlanet by KDR_11k · · Score: 1

      Meh, other PS3 games sold better. I'll blame the quirky theme and focus on user-made content. Quirky stuff doesn't go down well in the market, never did. You can pretty much tell that a game isn't going to sell well if it has a niche design like that. Maybe gamers at large don't want quirky games and the internet subset and reviewers are just out of touch with them.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:LittleBigPlanet by KDR_11k · · Score: 1

      Nintnedo claims that 99% of the year's revenue growth for the game industry was just them. Make of that what you want.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    15. Re:LittleBigPlanet by philspear · · Score: 1

      I agree that the game is a great one, but the failure he was talking about was presumably that LBP may not have sold as many copies as they were expecting. This may have had something to do with the PS3 not selling as many as they were expecting. If they had expected to sell LBP to 50% of the PS3 users for a total of... uh, I have no idea what the real numbers are, so lets say 1 million... but only 0.6 million people own PS3s, then it's going to be impossible for LBP to sell their goal no matter how great it is.

      (note that that number was just something I made up on the spot, PS3 fanatics feel free to get upset if that number is too low but know I will be laughing at you.)

    16. Re:LittleBigPlanet by KDR_11k · · Score: 1

      120$ a month can buy a lot more if you go bargain hunting instead of buying at relase. If you don't want more that money can go to other purposes. As for 20 hours per game, seems to me like the trend is towards more like 5 hours. Ever since the release of Unreal 2 I remember people complaining about every new blockbuster game being short.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    17. Re:LittleBigPlanet by KDR_11k · · Score: 1

      Well, sales depend on what people think before buying it, not after. A game that gives people the impression that it's not for them will fail to sell.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    18. Re:LittleBigPlanet by grumbel · · Score: 1

      I would say that a big reason why LittleBigPlanet underperformed is the stupid censor policy they run, deleting levels without explanation, deleting everything that might be a copyright violation, even so it would be valid fair use, deleting stuff on their own without waiting for a DMCA takedown notice from the copyright holder, etc. When news about how cool and creative people are with the game is followed by news how all the cool stuff from last week got deleted, its not much of a surprise that some people prefer to not buy it or at least not at full price.

    19. Re:LittleBigPlanet by Anonymous Coward · · Score: 0

      Kick out a demo of a stinker, and the demo will still be a stinker. Kick out a demo of a mediocre title, and you'll probably turn off those who don't have money (or time) to burn on mediocre titles. Kick out a demo of something that kicks ass, and you'll draw sales.

      There are also cases where the demo for a game isn't representative of the full title. I'd say Sonic Unleashed is a great example of this; The demo itself being the closest they've ever come to a truly great 3D Sonic game, with the full title mostly consisting of a mediocre God of War clone. I'd say that Mirror's Edge is also a good example.

    20. Re:LittleBigPlanet by Anonymous Coward · · Score: 0

      There are almost 20 million PS3s world wide. I don't think the size of the user base was the problem. LBP's lower than expected sales figure was probably due to its price. If it was 50% cheaper I would have bought it. In fact, I just bought it because it was on sale for 50%!

    21. Re:LittleBigPlanet by drinkypoo · · Score: 1

      The number of people playing video games skyrocketed recently due to the Wii - now over 70% of the US population plays games. The market size increased dramatically but sales went up only 20%. It seems like new gamers buy less games. How many games were made in 2008 as compared to other years?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    22. Re:LittleBigPlanet by iosq · · Score: 1

      "Video games may be "fairly inexpensive as far as luxuries go""... Unless you live in Australia... $120 might not even buy you a whole game when it's brand new, infact $120 has become the defacto release price for new games. Sure - when you balance it out, its only about $80-90 USD - but when your often paying for a game that has less content then if it where bought in another region (Fallout 3, Dark sector, GTA 4 etc.) and at a price which only a desperate audience would pay... As you said - $120 (well - for equivalent, $240) is pretty extravagant - so I completely agree with the parents argument, which is only reinforced as the prices are driven higher - whether by a slipping economy or regional pricing.

    23. Re:LittleBigPlanet by multisync · · Score: 1

      One thing that demos have stopped me from doing is buying bad games that I would have thought would be good

      +1 Insightful.

      Roger Ebert likes to point out when a studio doesn't hold screenings for critics. It's usually a sign that the movie sucks real bad, and they're hoping to make as much as they can on the opening weekend, before bad reviews and word-of-mouth let the public in on the fact that it's a dud.

      I'm not much of a gamer, but I always check out a game's demo before plunking down sixty or seventy dollars on the full version. If a demo is a "game killer," that's probably because it demonstrated that the game isn't worth the price.

      --
      I don't care why you're posting AC
    24. Re:LittleBigPlanet by wisty · · Score: 1

      Breakaway hits make up a good chunk of game revenue. I forget the exact statistics, but gaming companies only make money on a couple of big sellers. Putting out demos is marketing, and marketing is vital in hit-driven industries. It's like how singers get their hit single onto the radio to sell their CD. If their single sucks, then their CD won't sell, but that's part of the game.

    25. Re:LittleBigPlanet by Anonymous Coward · · Score: 1

      You pretty much hit the nail on the head. Yes, there have been games that I was considering but ended up not buying after deciding the demo was not fun for me (I'm talking to you, Red Alert 3) or that it would not play well on my machine (World in Conflict) or that it was too deep/complex for my tastes (Evochron). On the other hand, I always thought I did not like RTS games, until I tried the demo for Command and Conquer 3. I've been hooked on the series and the genre ever since. Although I am employed full-time, I have other monetary priorities, such as rent, utilities, food, clothes, daycare, etc. so my gaming budget is pretty limited, about a game every other month. I can't afford to pay for a game that I have not even tried, just because the reviews are good and the screenshots are pretty. If no demo is released, I may acquire a full version to try out first. If I like it I'll buy it (but will most likely keep my DRM-free version, like I did for Fallout 3); if I don't I will delete the version I have (such as I did for Dark Horizons). Or I may wait until the price drops below $30, and then give it a chance (such as I did for Mass Effect). I got burned a lot more on my Xbox than on PC, since demos were not readily available for it (and I did not have a broadband connection available). I started buying used games, which the publishers also hate, but I got tired of plopping down $40-$60 for games I did not really enjoy as much as the premise led me to believe I would, such as Mace Griffin and Yager. Hence, my Xbox library was relatively small, but may have been much larger if I had been able to try demos for more games.

    26. Re:LittleBigPlanet by Anonymous Coward · · Score: 0

      Doom 2 had no demo.

    27. Re:LittleBigPlanet by Anonymous Coward · · Score: 0

      enjoying natural light,

      Maybe you could shift some of that $120 game budget towards enjoying a better beer than Natty.

    28. Re:LittleBigPlanet by Hadlock · · Score: 1

      I think the "skyrocketing" had less to do with the Wii and more the fact that those of us born in the late 1970s/early-mid1980s have now grown up and have disposable income and are spending it on videogames, much to analysts in the early 2000's suprise. Of course video game sales are improving, their original market (now aged 22-30) now has 20-100% more disposable income from when they were in college, their original market exposed the rest of the university population (who now also has a substantial disposable income as well) to video games, all the while 7 and 8 year olds are comming of age, asking mommy and daddy for a PS3 or Wii. Prior to 2002 fratboys hardly ever touched consoles. Now there's a halo3 tournament in every frat house and people constantly playing NCAA Football 200X. It probably won't be for another 10-12 years before video game sales numbers fully stabilize. (people currently over the age of 50 who haven't already bought a system probably won't ever buy one)

      --
      moox. for a new generation.
    29. Re:LittleBigPlanet by Retric · · Score: 1

      Do you really think there are 24 great games released every year? Because after a while you have most of the good classic games and each new title is not just competing with new games but all the games you already have.

      I buy ~1 game a month, keep one MMO subscription at a time, and game tap and I have way more fun games than I have time to play them. EX: I got Fallout 3 a while ago and I have yet to open the package.

    30. Re:LittleBigPlanet by sortius_nod · · Score: 1

      Why would I want to spend $120 a month on crap?

      I'll buy a game at release if I've played the demo that showcases the (high) quality of the game. If the demo shows how much the game sucks, I won't buy it. Simple as that.

      The games mentioned here are examples of games that were hyped to the max and really didn't deliver. AOC was (and still is) a buggy piece of shit, Mirrors Edge was just a piece of shit (refer to Yhatzee's over at the escapist for some insight), and I really don't know anything about LBP as I don't have a PS3.

      I went into EB yesterday thinking I'd be able to pick up something new to have a lash at... all that was on offer were blockbuster pile of crap games that look shiny, but really don't deliver compared to games that are 10 years old.

    31. Re:LittleBigPlanet by Anonymous Coward · · Score: 0

      I don't know why some people still say PS3 is very expensive, but it's not. It's more expensive compared with other consoles since it's got more features. XBox is heavily discounted at the moment after they realised that they were selling less than PS3 at a similar price point.

      I would hardly call 20 million people as "few people" either.

    32. Re:LittleBigPlanet by Anonymous Coward · · Score: 0

      You'll notice that TFA's 'examples' of games without demos having huge commercial sales are all well-established series. MGS4, Halo 3, CoD4 all had very popular predecessors. None of which had demos (AFAIK, and I'm too lazy to look it all up). Other popular games like Gears of War 2, Resistance 2, the Lego series of games, God of War, etc... are all well-established games and consumers *just know* they aren't buying crap (though they may need to read a review or two before shelling out $60).

      Other games certainly aren't so lucky and therefore need a *good* demo to show the strengths. AoC's major flaw (disclaimer: haven't played, just read about) was that the developers, after releasing the demo, caught wind of "WoW-killer", then lost scope of the game's direction and let a bunch of stupid flaws in. Instead of taking their time, incorporating player feedback, and producing a good game, they rushed it out the door.

      To say that if a demo shows all the game it makes the sales of the full game falter is just plain false. To use other examples, Doom showcased a third (fourth?) of the game, and almost all the weapons in the shareware, not to mention most of the enemies. The game was great for it's time, but was also formulaic. Get the red key, get the blue key, get the yellow key, find the exit. Rise of the Triad was the same way, as was Blood, Duke3D, pretty much all the FPS's of the time. Even the Unreal Tournament Demos (arguable on the popularity of those) do not a steaming pile make.

    33. Re:LittleBigPlanet by KDR_11k · · Score: 1

      Who said anything about crap? Games get cheaper as time passes. They don't degrade in quality just from sitting on a store shelf.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    34. Re:LittleBigPlanet by cluke · · Score: 1

      People say it is very expensive because it is. If the only feature you care about is the ability to play the latest games, then it is hard to recommend the PS3 over the 360. And I'm saying this as a PS3 owner. I love my PS3, but Sony need to bite the bullet and drop the price or MS are going to eat their lunch.

    35. Re:LittleBigPlanet by Sj0 · · Score: 2, Informative

      I think you're an astroturfer.

      "It's not expensive! It's value-riffic!"

      I'm aware that the price has gone down in some markets, but it's still 700 dollars for a PS3 where I live. That's a lot of money. I could buy a used car and insure it for that amount of money.

      --
      It's been a long time.
    36. Re:LittleBigPlanet by mrjimorg · · Score: 1

      No, games are considered extremely cheap entertainment and are pretty much immune to economic issues. The same is true for porn, alcohol and guns.

    37. Re:LittleBigPlanet by Anonymous Coward · · Score: 0

      So people who prefer not to engage in multiplayer, due to considering 99% of the population to be toxic morons, should not buy LBP? I don't buy ANY game that focuses on multiplayer to the detriment of its solo gameplay. I didn't buy a... fucking... Wii. Unfortunately LBP seems to be designed as a multiplayer game. So I simply don't find it worth thinking about, much less playing.

    38. Re:LittleBigPlanet by F'Nok · · Score: 1

      To be fair, I think any car you can get at that price with enough change to insure is also going to require at least that much again to make it 'Road Worthy'. Unless you plan to drive it only on private property, which isn't how most would use it.

      Though I do agree that the PS3 is still overpriced unless you want all the features (ie, as a game machine, a bluray player, and a network media box).

      The telling point in their sales I think is that there are many who want all of those features, and they've bought it; but, if they want to further their market they need to lower price to market to the people that only want some of those features.

      Yes I have a PS3, but I bought it for all the features and I'm in the shrinking demographic of 'has a lot of expendable income'.

    39. Re:LittleBigPlanet by Sj0 · · Score: 1

      I bought and insured the vehicle I'm driving now for 650 total, so it's all about where you are. Cheap cars, expensive playstation 3s. :P

      --
      It's been a long time.
    40. Re:LittleBigPlanet by F'Nok · · Score: 1

      Well I bought my car for $500 myself, so I know such cheap cars are easily available; but typically it means that they're 15+ years old, so the maintenance cost in the first year is likely to be as much as the car was to purchase.

      Cars are an ongoing cost, and they get more expensive to maintain over time; PS3's are not.

      So I guess the point was that the initial price on a car is not reflective of it's actual cost. But the price tag on a PS3 really is the actual cost, so the comparison is a bit unfair.

      Either way, I think we both agree that PS3's are still what most would consider overpriced, especially here in AU where anything game related gets sold for twice what the rest of the world pay. *sigh*
      (Except for EU, where I hear they get stung just as badly.)

    41. Re:LittleBigPlanet by Gizzmonic · · Score: 1

      LBP works fine as a solo or coop offline game. I don't really think multiplayer is essential to the function.

      --
      (-1, Raw and Uncut is the only way to read)
  2. first? by HeronBlademaster · · Score: 4, Insightful

    Only if the game sucks.

    1. Re:first? by Anonymous Coward · · Score: 2, Insightful

      Only if the game sucks.

      Or if the demo is so good that it obviates the need for the game itself.

    2. Re:first? by pHatidic · · Score: 1

      Quake 3 Arena is probably the prime example of that. The demo was so good that there was absolutely no reason to buy the game. The only map that anyone ever played was the one that came with the demo anyway.

    3. Re:first? by Anonymous Coward · · Score: 0

      If the game sucks there wont be a demo version.
      Only a full-price-sucks-to-be-you-if-you-bought-it
      version.

      See GTA4.

    4. Re:first? by p0tat03 · · Score: 2, Interesting

      Neither of those demos fit the bill: both Mirror's Edge and LittleBigPlanet did not give out so much content in the demos as to make the full game irrelevant.

      Rather, we should look at Mirror's Edge specifically (it's the only one of the 3 named that I have played):

      - Demo had incredible smooth-flowing motion, and awesome sense of immersion, is easy to pick up (but had hidden depth), and combat that added some spice without becoming overbearing.
      - Full version had the same smooth-flowing motion and immersion, but now has levels where puzzles are difficult and sometimes downright obtuse. Combat becomes a huge part of the game, and honestly is simply not that well done. Level design broke up the "flow" of levels, which is what players were wanting to begin with. Add poor technical features such as clipping issues and you've got yourself a frustrating game to play.

      Don't blame the demo. ME was a fine game, but the other 90% of the game that *wasn't* the demo was a sore disappointment compared to the polish demonstrated by the first level (i.e. the demo).

    5. Re:first? by HeronBlademaster · · Score: 1

      I've played demos of games that suck, so I disagree :P

      Taste is subjective, so YMMV.

    6. Re:first? by NightRain · · Score: 1

      Whereas for me, I though Mirrors edge sounded interesting, downloaded the demo and realised I was mistaken. After working out how to move and jump, I realised that the game was going to consist of nothing but more of this, and that simply wasn't compelling enough to make it worth the purchase. Though to be fair, this is a game I was unlikely to buy /unless/ the demo blew me away.

      Since getting my 360 recently, and having quota free content downloads from it with my ISP, I just grab any demo that looks vaguely interesting, and that has already made several sales and will be making several more. The thing they all had going for them though was gameplay that hit my sweet spot when I played the demo.

    7. Re:first? by KDR_11k · · Score: 1

      Interesting. I've been grabbing any demo I came across but so far the only one that made a sale was Braid (because I was planning on buying that anyway). Especially the Arcade demos tend to be trainwrecks, so short that some don't even get through the tutorial, annoying messages to "buy now" whenever an archievement is reached (which happens very quickly in most games) and in many cases the text on the screen is so small that it's eye-straining to read. A demo shouldn't try to torture you into buying!

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:first? by Anonymous Coward · · Score: 0

      An Inconvenient Truth

      Hmm, the page youâ(TM)re looking for canâ(TM)t be found.

    9. Re:first? by the_one(2) · · Score: 1

      The battlefield 1942 demo was so good i bought the game. I usually pirate and battlefield 1942 is the only game I've ever bought. I was thinking of buying wc3 but I doubt blizzard would see any of the money anyways now.

    10. Re:first? by shawn(at)fsu · · Score: 1

      How about Quake I where the full game was on the demo?

      --
      500 dollar reward for tip(s) leading to the arrest of the person(s) who stole my sig.
    11. Re:first? by Anonymous Coward · · Score: 0

      Whereas for me, I though Mirrors edge sounded interesting, downloaded the demo and realised I was mistaken.

      This is why major game publishers offer fewer and fewer demos. They pay for good reviews, hype and marketing gibberish.

      Customers have to rely on the nice words and reviews and buy the game because it sounds like "teh best game evar(tm)".

      If there is a demo, customers can see for themselves that the games are acutally quite bad. Thus demos are bad for sales because without a demo, the developer can lie and influence the opinion on the game.

    12. Re:first? by HeronBlademaster · · Score: 1

      I've bought many games because I liked the demo. Some of them were cheaper $10-$20 games, like Uplink, Darwinia, and Peggle. Some of them were $50 games, like Left 4 Dead.

      Other games I bought because I played friends' (legal) copies, which basically had the same effect as a good demo. Starcraft, Diablo II, Half-Life, Command & Conquer, etc.

      I am of the opinion that (generally speaking) every game should put out a demo. If the game isn't good enough, nobody should be forced to pay for it to find out it sucks.

    13. Re:first? by karlwilbur · · Score: 1

      I have found games where there is an awesome demo and the actual game really sucks. However, for the most part if the demo shows a promising game, I'll buy it. If the demo proves that the game sucks, I don't waste my money. So, could demos adversely affect game sales? Yes...when the demo shows that the game sucks. (I know it was already said, but it is worth repeating.) If the demo show that the game is a kick-ass game, it will help sales. I still think that hype and word-of-mouth are what really drive game sales.

    14. Re:first? by steveo777 · · Score: 1

      The ME demo taught me that the game was basically a one-trick-pony that I might pull out of the bargain bin a few years from now. Fortunately a friend of mine was dumb enough to grab a copy. He regret putting down the cash about 20 minutes in when he realized that the game had no depth what-so-ever. He let me borrow it as I don't have time to invest in any deep games right now. I can say that while I enjoy the game I couldn't conceive of spending more that $10 on it, and I'm very glad the demo kept me from buying the game. It's as close to a 'rails' game as you can get. There's always one path and rarely more than one way to get somewhere. And by 'more than one way' I mean, you can either jump on a box, or you can slide under the box. It gives you that sense of speed and flow that you get on those zip cars that they had when I was a kid. You pull the trigger and it runs around on a predefined course and you just try not to go so fast you fall out of the track.

      On the flip side of the coin, I never would have bought the game if I hadn't been able to demo it, either. EA has been known to really cripple a game or throw it out the door long before it's ready, so again, I would have waited. The demo just saved me time.

      I think what demo's really do is serve to replace video game reviews that used to be slightly less biased by 'donations' to editors and publishers. Then again, I enjoyed the demo of Too Human and bought that.. Then I realized the game was 3-D Diablo with less variety. Oh well, lesson learned.

      --
      This sig isn't original enough, it's time to come up with something witty...
  3. Maybe some games are shit by QuantumG · · Score: 2, Insightful

    It's not that much of a stretch of the imagination to think that someone would demo Mirror's Edge and decide that it was so horrid that they'd rather buy some other game. Are you trying to suggest that gamers should be forced to cough up dough just to see how bad it is?

    --
    How we know is more important than what we know.
    1. Re:Maybe some games are shit by binarylarry · · Score: 4, Interesting

      Maybe its more like... if your big draw relies on a gimmick that may wear thin during the demo, you may want to rethink your release strategy.

      --
      Mod me down, my New Earth Global Warmingist friends!
    2. Re:Maybe some games are shit by MaskedSlacker · · Score: 1

      *GASP*

      Blasphemy!

      Everyone knows that everything that big record companies, movie studios AND game studios churn out is grade A quality! The mere mention of the idea that the reason for a game to sell poorly is because it sucks is like suggesting the sky is purple! EVERYONE knows that entertainment products only sell badly when they are pirated or when consumers are otherwise cheating hard working media executives out of their money.

    3. Re:Maybe some games are shit by KDR_11k · · Score: 3, Insightful

      Or your game design...

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Maybe some games are shit by IamTheRealMike · · Score: 1

      Eh? Most people seem to agree that the ME demo was awesome and actually made the game seem better than it was (primarily because the game is quite short). I played the ME demo through once and immediately bought the game purely on the strength of that.

      I think a bigger reason for the poor sales of ME is that it was released around the same time as sequels to several well known series (COD, GoW etc). If you look at the game charts at that time they were whitewashed by sequels.

  4. Yes by Rinisari · · Score: 5, Insightful

    I would say yes, game demos can kill a game for these reasons:

    • Folks play the demo and realize they probably won't like the game
    • Folks play the demo and have "had enough," feeling no need to purchase the full version
    • Folks play the demo and realize their system can't handle it, so they'll wait until they have a new system that can handle it (and by then have forgotten about the game

    If you can try before you buy, of course sales are going to go down. Those who buy include those who tried and liked and those who didn't try but gave it a shot in the dark. The publisher/developer isn't really going to care what the user's opinion of the game is after the sale, lest a patch break the game or something like that.

    A buyer of a game may or may not tell others about that game, and if he or she does tell others, he may support a purchase or warn against the purchase.

    Demos serve a primary purpose: a test drive. If you like it, buy it and use it more. If you don't like it, don't buy it.

    1. Re:Yes by rolfwind · · Score: 1

      * Folks play the demo and realize they probably won't like the game

      We live in an age with media saturation. If Game Company A offers no demos, Companies B, C... X, Y, Z will be more than happy to.

      Unless the game A releases has some type of buzz then, B-Z get the sale.

      * Folks play the demo and have "had enough," feeling no need to purchase the full version

      This is easy to fix. I ran into demos like that. The point is to give a taste, not a meal.

      Just like a restuarant shouldn't stuff you with free appetizers if it wants to sell product.

      * Folks play the demo and realize their system can't handle it, so they'll wait until they have a new system that can handle it (and by then have forgotten about the game)

      I'm not sure how significant this is. Software requirements and all.

      Although I can see how owning a game that doesn't run fast enough may prompt someone to buy a better video card since they're already invested in the game.

    2. Re:Yes by KDR_11k · · Score: 1

      This is easy to fix. I ran into demos like that. The point is to give a taste, not a meal.

      Just like a restuarant shouldn't stuff you with free appetizers if it wants to sell product.

      However many demos are so short that they're off-putting. Examples: A Kingdom For Keflings quits somewhere in the tutorial after countless popups that you should buy it every time there is an archievement. Bionic Commando Rearmed contains two short sections of the first level interspersed with dialogue that tells you that you should buy the game, then ends (doesn't that game have like 16 levels? Why not let the player complete 1-2 of them?). War World quits a minute or two into the game or if you happen to hit any button that would trigger a powerup.

      Often demos are the first level of the game, the problem is that that is usually the tutorial and tutorials are something that you usally want to get past ASAP to get to the fun part (I've read complaints that tutorials are one nail in gaming's coffin, that you have to "work" for 30 minutes to an hour to actually start having fun) so the demo gives you a horrible impression of the game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Yes by Anonymous Coward · · Score: 0

      * Folks play the demo and have "had enough," feeling no need to purchase the full version

      This is easy to fix. I ran into demos like that. The point is to give a taste, not a meal.

      Just like a restuarant shouldn't stuff you with free appetizers if it wants to sell product.

      That feeling of "had enough" might not be due to having eaten your fill. Are you going to eat your fill of a shit sandwich if they offer you a free bite first? I don't think so. One bite and you'll know it is a shit sandwich. You'll have "had enough" already.

      In such cases that problem isn't easily remedied at all because by the time you're ready to release a demo your "shit sandwich" er... I mean game is probably about done or is done.

    4. Re:Yes by Anonymous Coward · · Score: 0

      We live in an age with media saturation. If Game Company A offers no demos, Companies B, C... X, Y, Z will be more than happy to.

      I rarely see demos as an ordinary gamer these games, just videos and snapshots and other view-only crap.

    5. Re:Yes by multisync · · Score: 1

      We live in an age with media saturation. If Game Company A offers no demos, Companies B, C... X, Y, Z will be more than happy to.

      Unless the game A releases has some type of buzz then, B-Z get the sale.

      That's true, but it has nothing to do with Rinisari (521266)'s point that one of the reasons a demo may hurt a game's sales is if it demonstrates that the game isn't any good. This statement is also true.

      This is easy to fix. I ran into demos like that. The point is to give a taste, not a meal.

      Just like a restuarant shouldn't stuff you with free appetizers if it wants to sell product.

      Someone mentioned Quake 3 above and I think it's a good example of this. The basic game play of just fragging other players and/or bots made the demo really all the (extremely) casual gamer like myself needed. OTO, giving potential customers the chance to "taste" enough to make them want more can *increase* sales (the Half Life demo made me go right out and purchase the game the next day), but there's got to be the promise of something more than the demo has shown you for this to be successful.

      As for using the demo to determine whether the game will run on your system, for me that's huge. I tend to time system upgrades to coincide with fulfilling as many needs as possible. It's very rare that I would go out and buy a new video card just to play one game. If my system is getting long in the tooth and it's time for an upgrade anyway, then sure. The demo might motivate me to stop procrastinating and change the card.

      As for the article, I doubt letting people have a taste before buy has ever prevented people from buying something that's worth it. Novelists publish chapters from upcoming novels in magazines; supermarkets and delis let people sample products they are selling; even the idiots at the MPAA allow their members to use movie trailers to promote their movies. If your demo prevents people from buying the game, your game probably sucks.

      --
      I don't care why you're posting AC
  5. Well... by narcberry · · Score: 1, Interesting

    I have never purchased a game after playing the demo.

    But I'm an impulse buyer, typically I play a demo after I own the game, so figure out where I fit in your slashmarket research.

    --
    Modding me -1 troll doesn't make me wrong.
    1. Re:Well... by pbhj · · Score: 1

      [...] so figure out where I fit in your slashmarket research.

      Somewhere in the middle.

    2. Re:Well... by sleeponthemic · · Score: 4, Funny

      typically I play a demo after I own the game, so figure out where I fit in your slashmarket research.

      You would fit quite comfortably in the "fucking mystifying" category :-)

      --
      I record my sleeptalking
    3. Re:Well... by Anonymous Coward · · Score: 1, Funny

      If your fucking results is mistification, you might be doing it wrong.

    4. Re:Well... by Sj0 · · Score: 1

      No, you're doing it the only right way.

      --
      It's been a long time.
  6. Cant hurt... by hanchan07 · · Score: 1

    I bought both LBP and Mirrors Edge, LBP I had been following for a while and actually bought my PS3 because there was a good game besides MGS4. Mirrors Edge on the other hand, I tried the demo after hearing about it from a friend and bought it because I liked it. I would probably not have bought Mirrors Edge had I not played the demo.

    1. Re:Cant hurt... by philspear · · Score: 1

      I also bought mirror's edge because of the demo. I heard about it in the magazines, but wouldn't have ever invested $60 just because reviewers gave it kudos for being unique. The game sounded like there was a good chance I wouldn't like it.

      Castle crashers was the same way, highly rated but I would not have bought it without a taste. It didn't exactly sound like something I would enjoy.

  7. Definitely effected sales to me by Anonymous Coward · · Score: 0

    I don't know about Age of Conan, but the demo for Mirror's Edge definitely told me I wasn't interested in the game, and the chance to play LittleBigPlanet told me enough that I'd never want to play it, either.

    So I wouldn't say that demos prevent people from buying games. I know the chance to play in the beta for World of Warcraft got me to subscribe - but World of Warcraft has proven to be an excellent game.

    I can also think of some shareware games from way back in the day that I'd never have bought the full version of if I hadn't tried it first.

    In fact, Doom comes to mind as an amazingly successful game that had a demo.

    So, no, giving away a demo doesn't necessarily kill sales. Being a horrible game kills sales. Mirror's Edge's demo proved to be an effort in trial-and-error game play. Playing LittleBigPlanet at a friend's proved that the game is a rather boring sidescroller and that the community levels suck.

  8. That depends... by lordvalrole · · Score: 1

    does your game have the words Turning Point in it?

    http://www.gametrailers.com/player/31235.html

    Sorry Dean, had to go there.

    1. Re:That depends... by log0n · · Score: 1

      I haven't picked up TP yet (too many games im playing now) but I intend to when the queue lessens a bit. I got the demo on XBL and thoroughly enjoyed it. Generally I purchase my games after playing the demo.

    2. Re:That depends... by lordvalrole · · Score: 1

      Not that I want people to steer away from this masterpiece but this game is so bad it is the definition of what not to do in a video game. I want people to play it just for the entertainment value and laughs it will bring. Play TP and then play a game like CoD or any other FPS game in the last 5 years and it will be worth a comparison. If anything, don't pay money for it. Rent it and you will thank me later.

    3. Re:That depends... by KDR_11k · · Score: 1

      Eh, it was a semi-decent C&C Generals clone (though infantry feels a bit too strong, maybe that's just because the AI doesn't counter it properly though) plus Nazi combat dirigibles are always fun so picking it up from the bargain bin was worth it overall... Oh, you mean having the words Turning Point first?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  9. Good for consumers though by Spez · · Score: 4, Insightful

    If we take the given fact that demos are there for the users to try the game before they buy it, to know if they like it enough to play a "full length" game, I think this is a good thing. And the only thing we can deduce from the fact that those game, if after the users played the demos, didn't want to buy them, well it meant that either they didn't like the game enough, they didn't feel like it was worth it, or the novelty of the game was over after the Demo.

    In all the cases, the only thing the Demo did is to prevent the buyers from buying bad games or games they don't like. So it maybe hurt the game, but it was all for the benefit of the consumer.

    On the other hand, if the game company want to try their hand at passing "bad" games for "good" games, so that the buyers buy bad stuff, they should stop the buyers from trying it before. If you want to sell a bottle of water as vodka to someone, don't let him taste it before!

    --
    I wouldn't mind you in my head, if you weren't so clearly mad -Lews Therin Telamon
  10. like movie previews by line-bundle · · Score: 1

    they only show the best bits of the game/movie.

    1. Re:like movie previews by Opportunist · · Score: 4, Interesting

      Actually, it's not anywhere close to this in games. And that's exactly why demos are (for most games) not really good for sales.

      Let's be honest here. Most games today are prone to repetition. You do, essentially, the same thing over and over and over. Take the average FPS game. What's the difference between the first and the last level, usually? Different/more weapons and harder enemies. Where "harder" usually means "more" or "takes more shots or harder hitting guns to kill them". Add different map design and maybe different texture, and you're done with the differences.

      If that game should have some distinct feature (like, say, a portal gun), you WILL see this feature in the demo. Simply because you have to show it (and there your comparison to the "good parts" of the movie is right). So you have seen that distinct feature that sets it apart from the rest of the crowd in the demo. Why bother with the full version?

      OTOH, if you do not show that distinct feature, the player will just say "meh, another vanilla shooter game" and toss it immediately.

      A good demo should show you something neat, should show you why you want to play this game, but should also make you want to see more of it. Maybe hint that there is more to be seen if you get the full version.

      Instead, you usually get to see the first few levels of the game, you are allowed to play the tutorial or the first map. That's like showing the opener of the movie. Be honest. How many movies would you have wanted to see after seeing, say, the first 5 minutes?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:like movie previews by cgenman · · Score: 4, Informative

      Mod parent up.

      Making a demo is a complete PITA. You have to take premature code that isn't ready, splice everything in such a way that it kind of hangs together, finish your most polished level in a way that will probably need to be re-done anyway, and throw it all out there in a package that hopefully doesn't crash. Then re-do all of that emergency hack-job work for real. A demo can easily steal one to four development weeks from a team. And sadly, I have never used, seen, or built a demo with the skill or interest that a movie trailer can generate.

      A big part of that is that you simply have to teach the player how to play. And as you build up your game, you should be training the player in all of the various types of things they will need as they develop new powers and abilities. Essentially, if you're going to provide a 15 minute taste of the full game, you have to provide the first 15 minutes of the difficulty curve, and maybe throw in a spectacular boss fight earlier than when it would normally occur. If you were to provide a highlight reel of the game, you would be rapid-fire throwing disparate gameplay systems at the player in ways that your loading time and finish level can't support (remember, the demo is usually made before the game is finished). If your game was that ready, you'd ship it. And, as these are taken from the general development team and budget, any time spent polishing your demo is less time spent polishing your game.

      Compared to software and game demos, movie trailers are easy.

    3. Re:like movie previews by quadrox · · Score: 4, Interesting

      Oh my fucking god - it's people in the game industry thinking like you that get us these generic fucking bullshit games.

      Several games have already proven that it can indeed be different. The best example I can think of right now is the old half-life, though there are others as well. I enjoyed half-life as much as I did, because it was so varied. There was a lot of variance in the enemies to fight, and the marines were really great to fight against. Sometimes you were mostly "exploring" this awesome and big scientific complex, with all sorts of odd machinery and stuff. And sometimes you had to solve neat puzzles that were not too contrived but still got you thinking (a bit). The weapons also were very varied and generally extremely "satisfying" to use.

      Yes, there is the better weapon/harder enemies progression as well, but that is absolutely fucking not the only thing you can do to make a game fun. I enjoyed every single minute of the original half-life because it got me so immersed as there was always something new and fresh to it. The developers really did everything they could to keep the players interest focused.

      It's possible, the developers just need to be aware of the fact that there ARE ways to keep the players interest, instead of stringing one section of bland hallway after another (I'm looking at you, F.E.A.R.)

    4. Re:like movie previews by quadrox · · Score: 2, Insightful

      Because it is completely impossible to have the dev-team crank out the demo AFTER the game has gone gold and the entire world is waiting for presses to finish and the CD's to be shipped? Plenty of games have proven that it is possible to have a good demo that gives a good/correct/hones feel of the game and still keeps the player wanting more.

    5. Re:like movie previews by AgentUSA · · Score: 1

      When would they have time then to work on the zero day patch that's needed because the publisher released the game before it was ready?

    6. Re:like movie previews by dpx420 · · Score: 1

      In the past most game demos were not a cheap copy of the games first few levels. Half-Life's Uplink demo was a short high quality standalone episode that is worth playing in its own right, and was an awesome incentive (for me at the time) to buy the full game. Darwinia also had an addictive demo featuring a unique level not included in the full game. When custom made demos such as these are released, completing them is far more satisfying than walking through some random door and have a message saying "Please buy the full version to continue". When I play a game for the first time I want it to be a fresh experience, not something I have already seen in the demo. This modern trend and the whole tone of the article just stink of the greed and laziness that pervade the mature games industry.

    7. Re:like movie previews by cgenman · · Score: 1

      On a practical matter, this is far more true than it should be. Also, your team will burn out in that final push to go gold... there is at least 3 weeks of vacation / uselessness before anyone can be productive again.

    8. Re:like movie previews by Sparton · · Score: 1

      Because it is completely impossible to have the dev-team crank out the demo AFTER the game has gone gold and the entire world is waiting for presses to finish and the CD's to be shipped?

      A demo can easily steal one to four development weeks from a team.

      You have no idea how expensive this is, do you?

      Not to mention that asking a team to do a demo after a game has gone gold is basically saying to the team "well, you're done crunching to get the game done, now start crunching to get a demo done really quickly before it reaches retail!"

      That's asking for a nightmare in morale loss and mistakes.

    9. Re:like movie previews by Anonymous Coward · · Score: 0

      Is there some reason a demo can't be cut from the (relatively) final ready-to-ship product instead of part way through production?

      I don't know how long it takes between "Hey, we're ready to start burning these puppies" and "Now on sale at your local Whatever," but it seems like it might be enough time to carve out a portion of the game that's reasonable for demo play. If that's the case, you can release it before/at street date, so that people who are curious but unwilling to simply take a $40-60 plunge going on buzz alone get a chance to try it for themselves.

      Even if that's not the case, I don't see reason to just skip it altogether, even if the demo has to lag behind the release date a bit.

      In my case, gaming on a PC, demos are doubly helpful because so many releases lately seem to be technologically problematic in addition to whatever disappointment may be hidden in their actual gameplay.

      GTA4 especially was something I was looking forward to buying, but don't ever plan to touch, now that I've learned about the various registrations and logins required (though that's simply DRM, I know) in addition to (or possibly themselves being the cause of) performance issues. After that, I read up a bit on Saints Row 2 (after watching a ZP review after reading about GTA4's problems) and thought "Hey, that sounds fun" but now also hear about that somehow having worse performance than GTA4 (the most recent instance being a comment over at Gamepolitics today, mentioning both these games; I've also read complaints elsewhere on SR2 forums). I was also looking forward to Mirror's Edge, but, while I've yet to hear about any massive problems, it's only just come out on PC.

      No demo for any of those, just blind faith to go on, and in my particular instance, returning for store credit is pretty near useless as I don't usually buy enough games for it to help. GTA4 and ME were the only two games I wanted to buy that have been released over the last year. My interest in SR2 was the result of GTA4's failures, without which I doubt I'd have given it a second glance. Had GTA4 provided a demo, I could've seen for myself whether or not I could run it, and if so, how well it worked for me. Maybe the reports were just really isoalted cases, but I had no way of telling, and with one of the big defenses being "Designed to run on future systems" there's even less reason to think spending money on it would be a good idea--at least any time soon. Maybe I'll get it from a used game shop when I have one of said future systems.

      I don't have the kind of machine to be able to just buy something hot off release and expect it to just work, but it has performed well enough for me to think these games can work. A demo would be the quickest way to determine whether it runs, just barely runs, or doesn't at all. The thing that irks me the most is that these companies apparently refuse to produce demos for PCs, where it matters most, and for reasons involving more than just deciding whether you like the game (as noted above), but will put out demos for consoles, where there are no doubts whatsoever that your system will be able to run the games you buy (assuming the designers aren't complete idiots) and you could just as easily play a console demo at a Best Buy or wherever else, while a PC gamer has neither of these comforts. That's one of the things that bugged me about the Mirror's Edge release.

      Like giving flashlights to box office workers instead of ushers.

      Sorry for the rant. Guess it's just the crowded arrival of these lovely-looking games with no way to know if they're playable.

    10. Re:like movie previews by cgenman · · Score: 1

      In a lot of cases, demos are built with the last stable bits before you make your final push / overhauls (usually an E3 build). The game will oscillate between periods of being stable and periods of making major changes to make things work, and those major changes tend to break everything. Hence, demos tend to be built from code 3 or 4 months prior to gold (depending on dev cycle), as that is the last stable bits before everything has to be broken for final fixes / changes.

      Everyone in the industry recognizes the value of demos, or we wouldn't make them. They're a complete PITA. And to their credit, PC demos do exist for most titles. However, if you look at GTA IV's numbers on Amazon.com, the 360 version has a sales rank of 64, the PS3 version has a sales rank of 112, and the PC version is way, way, way down at 504. This puts its current sales well behind such hits as the Baulder's Gate Compilation DVD-ROM, Disney Princess: Magical Jewels, Imagine Teacher, and some Xbox 1 titles.

      PC games just don't sell. There was a time when the macintosh was looked at like the bastard stepchild, as a macinbox would sell about 15% of what the equivalent PC box would sell. Well, we're at the point where PC sales account for less than 14% of total industry revenue, and that INCLUDES the sick amount of money that WoW makes.

      I've talked to a lot of developers who are getting out of PC gaming entirely. I doubt it will go the way of arcades, but PC is looking more and more niche as time goes on. Being late to the digital distribution game that it should be dominating doesn't help. I suspect PC's will evolve into the experimental romping grounds of up-and-coming developers, but that dedicated boxes will take the high-end from here on out. After all, if you think finding a box that can run a high-end game is problematic, try developing a high-end game that has to run on every combination of hardware and operating systems that have been released in the past 8 years.

    11. Re:like movie previews by Sj0 · · Score: 1

      I'm reminded of two games which sold a lot of copies because of the demo: Starcraft and Unreal Tournament. The demos were both so incredible, we immediately wanted the real thing.

      --
      It's been a long time.
    12. Re:like movie previews by kalirion · · Score: 1

      Anyone remember the good old days of shareware, where you got a large chunk of the game for free? Ah, Apogee/3D Realms, Id, Epic Megagames, at those times they'd provide you much more than 15 minutes of play time.

      Nowadays I also like the way lots of casual games handle it, like those hosted by Reflexive Arcade. You pretty much get the full game, all features, and 30 min to 1 hour of play time. If the game doesn't wear thin by the time the play period is over, it's probably worth the $10-$20. I bought Zuma Deluxe after being addicted by the trial, and don't regret it.

  11. Demoers by fuzzyfuzzyfungus · · Score: 2, Insightful

    I'd be inclined to suspect that, while releasing a demo will serve to improve the correlation between your game's quality and its sales(this can cut either way) assuming that the demo isn't really dreadful or good enough to substitute for the real thing. However, I further suspect that your demo audience is not representative, and won't tell you as much as you might like.

    For anybody with decent broadband and a modern hard disk, obtaining a demo is fairly quick and essentially free, so you should expect that anybody even vaguely interested will download and try it. For that matter, some people who are merely bored will probably do so as well. In addition, whatever crazed core of supporters your game has will, obviously, latch on to the demo or beta and set the web on fire about it. So, you should expect the demo crowd to be quite large and, in part, highly vocal, no matter how good or bad the game is.

  12. Does having advance press screenings hurt movies? by Anonymous Coward · · Score: 0

    It's basically the same question. You take a risk that you'll get panned, and you'll never make it off the launch pad. On the other hand, if you don't, where do you get your word-of-mouth buzz that gets everyone excited for your product?

    And, by the way, if you decide to bypass this process, many will think what you're producing has something to hide, and will be suspicious your product sucks.

    Why would someone with a good product be worried about the demo "killing" the product?

    Look. Mirror's Edge was a BAD GAME. I'm sorry. It had a great concept, and fun mechanics, but it was poorly executed and didn't capitalize on it's promise. THAT'S their problem. Not the fact that they made a demo.

    The concept and and mechanics were it's greatest strength. The demo got people excited about the game. Had the game delivered, the excitement about the demo would have bought them HUGE sales numbers.

    A great demo can give you "the curse of high expectations" (certainly the case with Mirror's Edge). But really, that's bitching about your meal ticket. Without impressive real game footage and a fun demo, no one would have given a rats ass about Mirror's Edge when it launched. No one trusts a company's press releases and we've all learned "pre-rendered" footage rarely matches real play.

    You want to get me excited about your game? Give me a taste. If it's good, I'll buy it. If the final product delivers on that flavor, I'll keep playing and tell all my friends. Plus I'll go out to the google and tell everyone about how awesome your game is.

    Crayon Physics is doing pretty well right now. Guess why?

  13. Demos let people make informed decisions. by artor3 · · Score: 1

    If you release a demo for a good game, like Braid or Left4Dead, you get great sales. If you release a demo for a game that sucks, like Age of Conan, then you get bad sales. This shouldn't surprise anyone. In fact, it's rather disheartening to think that a company might think to themselves, "Hmm, our game isn't doing that great in the focus groups.... should we improve it? Nah! Let's just trick as many people into dropping fifty to sixty bucks on it as possible, before they realize its no good."

  14. BF1942 by Anonymous Coward · · Score: 0

    Battlefield 1942 would disagree. Demo was amazing and the game did very well as a result on an otherwise "out of left field" game.

  15. bad science by Anonymous Coward · · Score: 0

    Perhaps we should actually do a study where more then 3 games are compared before we formulate an opinion.

  16. Comparing different games with demos by Anonymous Coward · · Score: 0

    This is stupid. It's impossible to to measure the effects of demos by comparing games in the real world. Your examples could be easily explained by other factors as well. You would have to seperate two groups with no contact with each other and see if they would buy the game (one group with demo) of a specific game.

    Reasons for not buying a game after playing a demo is pretty obvious (like not liking it after play or not being able to run) but that's also balanced out by those who wouldn't have bought the game without knowing about the game (ie demo).

    it's a question of who buys your games more, impluse buyers or knowledge buyers but you won't figure that out by mere discusion.

  17. Conan by Kamokazi · · Score: 3, Interesting

    Age of Conan is a bad example. It sold 800k copies, which is pretty good for many PC games. The number of subscribers retained is miniscule though.

    What they did was made the first 20 levels of the game awesome. The remainder....to be very kind....not so awesome.

    Basically, if your game is good, demo it with a hardcore cliffhanger ending. If your game is bad, don't demo it at all and show pretty screenshots and generate false hype.

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    1. Re:Conan by Anonymous Coward · · Score: 0

      I agree 100% about AoC being a bad example. The game sold exceptionally well, much because of the open beta.

      A lot of people got disappointed and left, but if you consider other MMOs out there this is rather the rule than the exception. Aside from EQ, WoW and EVE, how many success stories are there?

      Selling a subscription is a totally different thing than selling boxed games. Not many boxed games are designed to keep the user entertained for several months.

      Finally, I just wanted to mention that AoC has improved a LOT since release. Many of the playfields have become just as good as Tortage (class-specific quests, voice acting, interesting story arcs etc.)

    2. Re:Conan by Kamokazi · · Score: 1

      AoC tanked hard and early. Lots of MMOs enjoyed a couple years of good subscriber numbers but dwindled later. SWG, Planetside, CoX...and some are stil doing pretty decent like LotRO...and then we could go into the Asian ones if you want.

      But yeah, the rule is that most MMOs will have a large surge initially and die off. Just most don't do it as bad as AoC did :-)

      And I know AoC has improved a lot. But Funcom has shown to me they take way too long to fix anything. The reason I left months ago was because my server was a ghost town-I loved the game, despite the bugs and imbalances. A FFA PvP server sucks without other P's. And just last week they FINALLY merged them, whereas my Warhammer server has been merged twice already, despite launching after I quit AoC. But warhammer is getting dull now...looking forward to Darkfall and Aion. And then maybe I'm just an unhappy bastard that will never find a MMO that will keep me occupied like EQ did for four years.

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  18. News Flash! by WiiVault · · Score: 1

    Crappy game demos cause crappy end sales? How is this news? If I get the chance to try a game and determine it sucks of course I won't buy it.

  19. the NEW factor by Anonymous Coward · · Score: 0

    most games today are the same, they repead the same styl over and over again.
    ppl don't buy games because of the story or sth. else anymore.
    ppl buy games because they have the NEW factor
    ppl don't really want to buy the game, they want to buy the NEW factor
    the demo has that factor as well.
    you don't need the game anymore after you had the demo

  20. High ad budget = high demo downloads. by Peganthyrus · · Score: 4, Insightful

    "very successful and well received demo versions" seems to translate to "widely-downloaded demo" rather than "demo that makes people rant and rave about how awesome this will be".

    LittleBigPlanet was getting a lot of Sony's promotional efforts behind it. This article notes that Sony is hoping it'll be a console-selling game.

    Mirror's Edge also had a lot of EA's promotion behind it.

    I dunno how much puffery Conan was getting as I refuse to play MMORPGs; I only become aware of them when half my friends get sucked into them.

    So... lots of people have heard of at least two of the titles this article discusses. Lots of people are curious about them because of all the articles praising them as revolutionary, important, etc. So lots of people downloaded the thing, and decided it was not for them.

    Isn't that what a demo is for? Hell, I'm one of the people that downloaded the Mirror's Edge demo solely because of all the hype. I didn't even finish the demo level because I really just don't like first-person games. I also downloaded Space Giraffe and Braid, played the demos, paid my money, and told my friends about these awesome games I just bought.

    Lots of people pick up books in the bookstore, flip through them and read a few pages, then put them back on the shelf unpurchased. I would bet that if we had any way of counting this, we would find that books with an aggressive press campaign have more people pick them up to flip through.

    --
    egypt urnash minimal art.
    1. Re:High ad budget = high demo downloads. by Nerdfest · · Score: 1

      The demo of Braid sold me, and 2 friends as well. If it wasn't for the demo, it's not very likely I would have considered it.

    2. Re:High ad budget = high demo downloads. by rpillala · · Score: 1

      You might be interested in a book I'm reading called Why We Buy: The Science of Shopping by Paco Underhill. Also, he has a company that counts the sort of thing you're talking about with respect to books and marketing.

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
    3. Re:High ad budget = high demo downloads. by Anonymous Coward · · Score: 0

      "Sony is hoping it'll be a console-selling game"

      Hmmmmm their focus groups all died on the same day? Does Sony (still) not realize that as many people as Sackboy attracts, he drives away? I think the game concept is great and I would love to tinker with it. But, Sackboy's gratuitous, in-your-face super-cuteness absolutely kills any chance that I'll even touch the box. I just don't want to feel, even for 2 seconds, like I'm playing a game for babies. There are so many other games I can be playing at any given time, that there is simply no need or motive for me to play a game where I have to endure sickening cuteness.

      Trust me, a lot of people are like me (more or less accurately categorized as misanthropes), and we hate all things that are cute without a damn good scientific reason. I'm serious. This is not a joke. Too much cuteness kills sales, at least in Western cultures.

      For their console-selling game, Sony must come up with something with elements that serious gamers / immersion gamers / adult gamers can appreciate, as well as casual or pre-teen gamers who like cutesy shinies and lots of random "boink" noises.

    4. Re:High ad budget = high demo downloads. by Peganthyrus · · Score: 1

      All the 'serious gamers' bought one on launch date so they could play $FPS. That market is saturated. LBP is designed to appeal to the huge 'non-serious gamer' market that the Wii has sold to.

      --
      egypt urnash minimal art.
  21. Tag: Demo-crats by WiiVault · · Score: 2, Funny

    Seriously do it.

  22. Serious error in premise by Zerth · · Score: 3, Insightful

    He equals "downloads of demo" with "success". Downloading the demo only indicates enough interest to try something free, not enjoyment and barely intent to purchase.

    If he really wanted to predict success, the demos should end with "Press A if you liked this demo, B if you intend to buy the full game, or X if you thought it was crap"

    Then you might have a handle on a game's future success.

    1. Re:Serious error in premise by Anonymous Coward · · Score: 0

      Mod parent up. Downloadable demos really, really, should incorporate a basic feedback system -- that is to say, right there in the demo app. Make it quit asking for opinions a month or two after release, do whatever it takes, but get it in the pre-release version and make it solicit a broad range of opinions.

      Demos often get released early enough that a dev team might be able to tweak some aspects of the finished product if they had a better sampling of knee-jerk feedback from the thousand monkeys that were repulsed by the demo to go along with the [relatively] gentle glow of those boosters who were interested enough to go forum-surfing.

      Maybe it's perverse, but I don't usually bother with hitting the forums of a developer after playing an unattractive demo. I'm not interested in "defending" my "position" on some forum to a bunch of other users, a vocal 1/4 of whom will white knight for darn near any failing aspect of the experience. On a few occasions, I have sent e-mail to game development teams talking about my prerelease experience, and roughly half the time, I get at least a nice "thanks for your input" response, usually with a realistic response to my quibbles. If the bar was lowered even further, say, were a demo to pop up a small comment form after the game content completed or perhaps during the exit sequence, I'd comment more often.

  23. Wouldn't matter anyway by Cathoderoytube · · Score: 2, Insightful

    That's is sort of a dumb argument. The idea is that if gamers try a game and decide it's not worth buying, they won't buy it? Does this apply to game rentals as well? What about game reviews? In those cases developers won't see any revenue for their games, but it allows gamers a glimpse of what the game is. In the perfect world developers would make nothing but great games and we wouldn't have to worry about trying them before hand. Unfortunately that's not the case.

    --
    I have nothing compelling to say
    1. Re:Wouldn't matter anyway by Anonymous Coward · · Score: 0

      but those three (demos, renals, reviews) aren't in the same category at all.

      Rentals: drive some amount of money to the studio.
      Reviews: can be bought, so a bad game doesn't necessarily lose cred when reviewed.
      Demos: kind of hard to make a good demo without making a good game. the demo can be worse,but it'd be pretty odd for it to be better.

  24. Let's actually take a look then, shall we? by Werthless5 · · Score: 4, Interesting

    "LittleBigPlanet, Age of Conan or Mirror's Edge, we notice they have two things in common: very successful and well received demo versions (or beta stages) and very poor, lower than anticipated game sales."

    LittleBigPlanet = great demo! Similarly, great first hour or two of game! The rest of the game is boring and monotonous. In other words, the demo is actually more fun than the real game.

    Age of Conan = WOW clone but not as good, people always praise WOW clones but prefer to play the original

    Mirror's Edge = Great concept, except the rest of the game is the same thing over and over. Again, this means the demo is great, but the rest of the game is basically the demo over and over again.

    What do all three of these games have in common? THEY SUCK!

    Warhammer 40k had a well-received demo and it sold very well, enough to warrant 3 expansions and a soon to be released sequel that some claim will be Starcraft 2's main competition.

    Speaking of Starcraft, it's one of the best selling games of all time and it had a well-received demo.

    WOW has a demo and it has the highest subscription rate out of any MMO in the country.

    Sorry, idea was initially interesting but fails on a many levels.

    1. Re:Let's actually take a look then, shall we? by DarkProphet · · Score: 1

      WOW has a demo and it has the highest subscription rate out of any MMO in the country.

      Exactly what I was going to say. The funny thing is, the WoW 10-level demo actually kinda sucks insofar that you don't get to run an instance or pvp. But, I guess that stuff is a little complicated for a newbie taking a test drive, so simple is good.
      The cool thing about WoW is that the full game basically gets more kickass the further into it you get. Some titles like AoC apparently couldn't deliver on that point. My new boss wants me to try Lord of the Rings Online, which I am sort-of interested in trying, but AFAICT there is no demo, and I just can't justify buying another MMO 'sight-unseen'. I don't want to play with him if the game sucks, even if he is my boss XD

      --
      What could possibly hurt the security of the American people more than giving our own government the ability to hide its
    2. Re:Let's actually take a look then, shall we? by grumbel · · Score: 2

      LittleBigPlanet = great demo!

      Which demo? Where can I get that? Unless I am not completly mistaken that game never had a demo, but just a closed beta test.

    3. Re:Let's actually take a look then, shall we? by IamTheRealMike · · Score: 1

      this means the demo is great, but the rest of the game is basically the demo over and over again.

      Well yeah, but that means if you liked the demo then you'll probably like the full game. I was one of those people. If anything my biggest problem with the game was that there just wasn't enough of it.

      Now sure if you don't like the jumping/running mechanic, it's not the game for you, but they had enough variety in the level designs that the demo was pretty representative of the real game experience without making the game boring.

    4. Re:Let's actually take a look then, shall we? by Werthless5 · · Score: 1

      And part of that lies with the review sites and the gaming community. If everyone tells you that the rest of the game sucks beyond the beginning bit, how likely are you to purchase that game? Most people will avoid the full version unless they greatly enjoyed that demo.

      Thus, we see the real pattern here: bad game = poor sales, good game = good sales. As a corollary, I think a good demo could only give you a sales boost (by impressing skeptics) whereas a bad demo will cost you sales.

      Word of mouth is the most effective form of advertising, and it can easily destroy your profits even if your demo is great.

    5. Re:Let's actually take a look then, shall we? by spectecjr · · Score: 1

      Which demo? Where can I get that? Unless I am not completly mistaken that game never had a demo, but just a closed beta test.

      Exactly. It's not on the Playstation Store - I've looked, repeatedly.

      --
      Coming soon - pyrogyra
    6. Re:Let's actually take a look then, shall we? by Anonymous Coward · · Score: 0

      I don't know anything about LittleBigPlanet beyond the hype, but what it seemed like to me was a typical puzzle platform game with the most amazing level editor ever.

      Once you played through the typical platformer with the pre-assembled levels, you could download other levels made by other gamers and play through a typical platformer on levels that mostly don't have the polish of the original game. Whee. ...of course, I don't know anything about the game, so I could be wrong.

  25. LBP - what failure? by tbird20d · · Score: 2, Interesting

    very poor, lower than anticipated game sales

    LittleBigPlanet is closing in on 2 million sales after 10 weeks. See vgchartz.

    It started off a little slow, but picked up steam through the holidays. This game doesn't support the hypothesis.

    1. Re:LBP - what failure? by p0tat03 · · Score: 1

      And look at Mirror's Edge. A successful game by most measures, though not quite as successful as EA had hoped. But look at the review scores: those explain your problem.

    2. Re:LBP - what failure? by Anonymous Coward · · Score: 0

      Vgchartz numbers are well known to be bullshit. According to their numbers, the game sold about 300,000 copies in November in the US. The game actually sold 141,000 copies in November in the US.

      So their figures are already suspect.

      I have no idea where they're pulling those figures from, but not even Sony is claiming that many sales - instead they're claiming about half as many.

  26. Goes both ways by JimboFBX · · Score: 2, Interesting

    Kinda a silly article since it probably goes both ways.

    Games I bought because of the demo:
    Klick and Play
    Dark Reign 2
    World of Goo
    Braid
    Battlefield 2
    Defcon
    Shadowgrounds
    The Ship (free weekend)
    Red Orchestra (free weekend)
    Day of Defeat: Source (free weekend)
    Sam and Max: Episode 1 (and later both seasons)

    Games I didn't buy because of the demo:
    Left 4 Dead (fast zombies didn't appeal to me)
    Strong Bad's Cool Game for Attractive People
    a few I can't remember

    Games I bought because of beta:
    Red Alert 3

    Overall, for me at least, the ones I've bought are ones where I didn't have trust that it was good quality beforehand or was unsure I would enjoy it. The ones that turned me away are the ones I was hyped up to think it was good beforehand either by good reviews or marketing. I probably would have bought them had it not for the demo.

  27. About the games with no demos... by Anonymous Coward · · Score: 0

    "...titles which offered no demo versions were still incredibly well received by the public and sold big time: Grand Theft Auto IV and Metal Gear Solid 4 are probably the most recent examples."

    These are two well established series and I don't see that demos would hurt the sales that much, with the possible exception of people who bought them just to see what all the hype was about. But I get the feeling they would've sold just fine even with demos.

    And then you have the games which had demos but didn't do well, such as Little Big Planet and Mirror's Edge. These are brand new properties and game styles we've not really seen before, so demo or no demo people are always scared of new things.

    Ultimately it's hard to say without a time machine. For my own part, I never would have bought Motorstorm if I hadn't played the demo.

  28. Mirror's edge by Anonymous Coward · · Score: 0

    A demo can say many things about a game. What it doesn't say, however, is the amount of content. In this case, Mirror's edge is a prime example. While I did in fact buy the game, I braced myself for what other people had already told me; a game that can be finished within 6 hours on your FIRST try. In fact, the game challenges you to beat the game under this mark. While I never tallied up the minutes, the game falls very short of regular game length.

    1. Re:Mirror's edge by KDR_11k · · Score: 1

      From what I hear about many modern games 6 hours is the regular game length except the games usually come with multiplayer modes that are the real point of the game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  29. Demos DO affect game sales by Anonymous Coward · · Score: 1, Interesting

    If a game doesn't have demo, I don't buy it. I have been burned WAY TOO MANY times. I can't stand spending $50+ for a game that I end up not playing at all. There have also been many times where I play the demo, and find that the game is crap so I don't buy it.

  30. Wow. by _Sprocket_ · · Score: 1

    Yeah. I can see how that worked out for Age of Conan. World of Warcraft also had a very well received beta period and the outcome was also entirely unexpected.

  31. Games I bought because of the demo by troll8901 · · Score: 1

    Games I bought because of the demo:
    Shadowgrounds + Shadowgrounds Survivor
    Bloodrayne 2 (because sex sells)
    Uplink

    Collections I bought because I've played some games in the collection before:
    id Software Super-Pack (from Keen to DOOM3)
    Orange Box
    Half-Life 1's other games (OpFor, Blue, TFC)

    Several people have written very well on their personal gaming experiences. I hope they'll write more!

  32. Overall yes, specifically no. by KDR_11k · · Score: 1

    I've seen a study that found out that indie games sell better without a demo available (the page was randomly served with and without a demo download option, the one without the option showed more sales, I presume they used cookies to make sure they serve the same version to the same people or something) but I don't think the failure of these specific games is to blame on the demo. Mirror's Edge and Little Big Planet are stylized games with quirky game design (one is a first person jump&run, the other is a game about user created content). If we look at the history of critically lauded stylized games these tend to fail in the marketplace. In fact I'd say LBP was very successful for a title in its position (some time ago I saw a sales figure of 1.3 million, might have increased by now, games like that tend to be in the 200k-500k range) though that may have been related to the massive hype the game received ("the last game you'll ever need", the PS3's killer app that will catapult it to #1, advertising everywhere, even a console bundle for it) which niche titles like that usually lack.

    Other examples in the article weren't exactly flops, of course the demos will get more players than the final game (costs nothing to grab a demo but the full versions of the games listed were 70€). I think complaints are only really warranted when a game fails to perform as expected, that free versions will outperform the paid-for ones is pretty much a duh.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  33. It's simple. by Draconix · · Score: 1

    A demo for a good game will increase sales, and for a bad game it will decrease sales. Solution: stop publishing bad games.

    I wouldn't have bought Starcraft, Diablo 2, or anything made by Spiderweb Software, for example, if not for their demos. Can't think of many bad games I actually bothered with the demo (if it existed) of, though.

    --
    By reading this you acknowledge that you have read it.
  34. Why the constant stream of excuses by philspear · · Score: 3, Interesting

    Dear videogame industry,

    Why do you spend so much time and effort coming up with excuses and reasons why you failed on X game but not Y game? Make good games, offer them at a reasonable price, and don't mess up our computers/consoles to run it, and we will give you MONEY for it. Seriously. The other factors like "do demos hurt or help" are trivial at best, you still haven't learned the most important lesson that quality products = sales.

    There are plenty of examples of this, it boggles the mind that you consistently look for alternative explanations. "Generic minigame collection 5 didn't sell too well. Maybe it was because people don't like games that have 5s or a multiple of 5 in the title!" No, it was because generic minigames 5 was crap and no one wanted to own it (as opposed to generic minigame collection 4.) THAT'S why you don't have as much money as you wanted.

    If you find yourself not having as much money after making a game as you expected, don't immediately jump to blaming things like weather patterns in florida, first determine if it was a good game. Then ask yourself if your expectations were at all reasonable. AFTER that you can ask yourself what went wrong.

    1. Re:Why the constant stream of excuses by Werthless5 · · Score: 1

      This. This article reveals a poorly thought out idea. All it does is allow the gaming industry to lie to itself; it's not our fault that sales are lower than expected, it's because we released a demo!

      It takes 2 seconds to dispel such a stupid concept. Worst of all, someone got paid to come up with that idea!

    2. Re:Why the constant stream of excuses by Kindaian · · Score: 1

      The most annoying thing in games are those that only work if you have a super computer.

      That is shooting on your own foot!

      I played Everquest (the original) and it was great. Good enough detail and good responsiveness, both from server and from my computer.

      Then they made 2 expansions and it still was ok...

      Then they made the moons expansion, upgraded the graphic engine, new spell effects and so on, and hell broke loose!

      They transformed a good game into a lag machine.

      Soon after, they lost a player on me...

    3. Re:Why the constant stream of excuses by Sparton · · Score: 1

      The other factors like "do demos hurt or help" are trivial at best, you still haven't learned the most important lesson that quality products = sales.

      The thing is, quality of the product and sales are related, but quality products == good sales. It's worth looking into different ways of seeing what affects the profitability of games, since there are people like me who make a living out of it, and we like keeping our jobs.

      I don't agree with the articles premise of good demos being a negative detractor in even most cases, but there are other features of a game that would certainly affect sales.

    4. Re:Why the constant stream of excuses by Anonymous Coward · · Score: 0

      I cannot agree more with you. As it is the case I think that all of the games should have a mandatory demo before the game is released. If I try the demo and love the game I would buy it anyway, but the demo allows the users to try the game and see for themselves if it's really worth the money. In my personal case I can honestly say that maybe I'd have bought some games before trying the demos but on the other hand, on some games I never thought I'd like I ended up buying them because of its demos.

      Make good games and people will respond.

  35. and no demos would be better? by mjensen · · Score: 1

    "...very successful and well received demo versions (or beta stages) and very poor, lower than anticipated game sales..."

    Someone else noted why people wouldn't purchase a game after seeing the demo. Good points there.

    Demos also help generate interest in a game. If you don't want to have demos anymore, prepare for the possibility that there will be even less sales because people don't want to spend money on an unknown.

    Or maybe the "anticipated games sales" was unrealistic in the first place.

  36. They have an effect indeed by Nickors · · Score: 1

    Of course they have a massive effect. But it really depends if the demo showcases the games best aspects or not.. Demos that give you the first or second level is not really showing you the games potential because we all know the first levels are the "Hi, Your dumb because your new so let us explain everything that is already obvious but sadly there are still people who don't get it". Simply if games showed more of the massive rule bending aspects of the game then demos would benefit.

  37. Whats up with game prices in the UK? by grumbel · · Score: 1

    While at the topic of game sales, whats up with PS3 game prices in the UK? LittleBigPlanet, MirrorsEdge, Resistence2, Fallout3 and a whole bunch of other pretty new games sell for less then half the regular price on Amazon.co.uk.

  38. Couldnt agree more by cliffski · · Score: 1

    I've bought tons of games because the demos kicked ass. I got cossacks because of the demo, and ended up buying the whole series and the demos for battlefield 2 and castle wolfenstein also got me to buy.
    I think if you are developing a game and are concerned that people playing the demo won't buy it, you need to put more effort into the game.

    As a developer, I can see how someone could show statistical evidence persuading me that no demos means more sales, but I still wouldn't do it. I'd rather my sales be a bit lower overall than thinking I'd 'tricked' people into buying a game they didn't like, and field lots of angry emails from people who feel let down.
    As a gamer, I hate it when games have no demos. As a game developer, it's almost good news for me, because there is less competition for my demos, and it also helps set me out as being a company that always has a release-day demo available.

    --
    DRM-free indie games for the PC and Mac: Positech Games
  39. That makes no sense by deveraux · · Score: 2, Informative

    No offense, but that theory is nonsense and I doubt that the author did proper research on the topic. Age of Conan failed because at the time it was filled with a two or at max four weeks of content and that was it. The gameplay totally changed after the first 20 levels, from a deep single player action-adventure - which was alot of fun in the vein of Oblivion and The Witcher - to a dull and empty game with no content. ALSO: Promised features that didn't make it into the release version. I fell in love with this game and bought it BECAUSE of the demo and I still feel betrayed by Funcom. Basically what the author is suggesting is, that a small taste of something good makes us don't wanna eat more of it. Makes no sense and is not human nature.

  40. Demos are Misused Tools by Anonymous Coward · · Score: 1, Insightful

    Demos are extremely good for any game that cannot afford proper advertisement because (if the demo is good) it is advertisement that will be passed on by recommendation. So, for small studios trying to get a start, demos are great.

    If the game is already heavily advertised, a demo is going to hurt it. The demo lets people who are just wondering about the game try it out. Some people wouldn't have bought the game without the demo, some would have tried the game if they couldn't get the demo. In the end, if the demo is very good, the best you're likely to get is a break-even, while a decrease in sales is likely possible as well.

    So, Sony and EA should sack the demos, garages should pump them out.

  41. Possibly by Anonymous Coward · · Score: 0

    I remember when the demo of Return to Castle Wolfenstein came out, and the game was always full of people, so after I decided that I loved the demo I went out and bought it. To absolutely no surprise, the full game (which had 10 times the multiplayer games) all of them were packed for the longest time. So I guess it all depends on whether or not there is a good replay value to the game.

  42. Heroes of Might & Magic, etc... by owlman17 · · Score: 1

    Yes it does go both ways. I have a list like yours but one of my favorite examples is HOMM. I downloaded the demo for HOMM2 on a whim around half a decade ago. (Even by then it was already pretty dated.) It had a single large map but like Diablo, the placement of monsters, treasures were different each time. Plus you could set the difficult level, etc so no two games were alike. In theory, that would have been "more than enough" as an earlier poster had said. Heck, I wasn't even into that genre but somehow, I got hooked! I promptly got out and got the HOMM Platinum Edition that had HOMM 1, 2 & 3 plus expansion packs for about $39. (Same with StarCraft 1, KKND2.)

    Demos that were "enough" for me were American McGee's Alice, Sacrifice, Giants: Citizen Kabuto, etc. Didn't go out to buy the full versions. Well, that's just me. Its a matter of taste.

    I have the GalCiv demo and I most probably will buy the full version.

    In short, I think the net effect of demos is more positive than negative on sales. I don't download every single demo that comes out. Sometimes, I just read the reviews and make a decision based on that. (Didn't get Spore or RA3.)

    And demo or not, I'm definitely getting StarCraft 2!

  43. Reviews by owlman17 · · Score: 1

    Why not read the reviews? Or ask people who've played them if they're any good? Or you could test drive them (full versions) yourself at a friend's house. Works for me.

  44. Other factors by EightBits · · Score: 1

    There are other factors to consider too. I purchased Unreal Tournament 2003 based on how much I liked the first game and the demo for 2003.

    Rumor had it that Halo was never going to be released on the PC in order to bolster Xbox sales. Lo and behold, that turned out to be false and one year later, Unreal Tournament 2004 comes out to compete with Halo.

    What was 2004 but 2003 + vehicles? While I loved the demo, I was pissed that I spent $50 on the game only to have the next one come out 1 year later. Of course, I didn't buy it even though the demo rocked. Had they offered a good discount to 2003 customers, I probably would have bought it.

    There are no doubt other factors than this, but release dates too close to each other (whether to competitor's products or your own) are definitely a very big problem.

    1. Re:Other factors by mosschops · · Score: 1

      Had they offered a good discount to 2003 customers, I probably would have bought it.

      That's exactly what they did do - the 3rd paragraph on Wikipedia covers it. I sent my UT2003 disc and ~10GBP for the full 2004 game.

    2. Re:Other factors by EightBits · · Score: 1

      Wow! That would have been nice to know! I think they should have advertised that better. But to be honest, $10 off a $50 game when I just paid $50 for the previous version isn't really a good discount. I would not have gone for it. Instead I would have bought Halo.

      I'm sure I'll get labeled as something negative here, but at those prices and with as much overlapped content as there was, I would want a 50% discount for the game. Or rather, I would expect a refund to bring the final price down to $25 based on the receipt.

      But thanks for the feedback! In the future when I want something like this, I'll keep my eyes more open. As it was, I didn't bother to look because I figured it would never happen!

    3. Re:Other factors by mosschops · · Score: 1

      I'm fairly sure the ~10GBP was the total cost to upgrade to UT2004, rather than just the discount off the price of the new game. I remember feeling a bit miffed about the quick release of 2004, and it was a great way to keep the existing users happy.

      On the other side... Codemasters released Colin McRae Rally 2005 soon after CMR'04, but with no offer of a discount. I don't think I've bought a Codemasters game since ;-)

  45. I think they have a bigger effect on FUTURE sales by drinkypoo · · Score: 1

    Naturally it's not past sales they effect, but what I mean is that if I buy a game based on the demo and then find out that everything good about the game was in the demo and the game actually sucked when you balance out everything good with everything bad, then I will probably never trust that publisher again. Of course, what matters even more is if the game sucks - after Black & White, I couldn't bring myself to buy the sequel, for example, because I simply couldn't trust that it wouldn't be more frustrating than rewarding. (From the reviews, I did the right thing.)

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  46. My two cents... by Notabadguy · · Score: 1

    My wife and I both want(ed) to play Little Big Planet. With that said, there's no way in the ninth circle of hell that we're going to invest in a PS3 to do so. Proprietary consoles can suck a fattie. Now, I wonder how many other potential non-consumers there are out there in my shoes? At least Square Enix is shaping up; Sony doesn't get a stranglehold on Final Fantasy anymore. I hope that turns into other a *lot* of other developers abandoning one-console contracts. Metal Gear, Grand Theft Auto, Final Fantasy as multi-console releases? =)

  47. Buggy game demos == Lost sale by WDot · · Score: 1

    I remember downloading the Bioshock demo when Bioshock first came out and discovering that it I would get a BSOD about a couple minutes into it. I remember downloading the Timeshift demo and discovering that the executable wouldn't even... execute. I remember downloading the Unreal Tournament 3 demo and having to spend a couple of hours searching forums and playing with obscure settings just to get it to run.

    The only game out of those three I bought was UT3. However, Epic seems to have considered UT3 PC as a sales failure. Is it any surprise that sales are lost if the company is unable to provide a demo that even works?

    The two best demos I ever played were Doom (obviously, a third of the game is not a bad demo) and Unreal Tournament 2004, which provided 1 map for every single game mode except the new one (Onslaught) which had TWO maps. Not only that, but there was not one but TWO demo releases, the second fixing bugs and adding content. Is that good business sense? I don't know. I played the UT2004 demo for a LONG time, but I was 17 and penniless, so I don't think I'm a good sample.

  48. I think they're right: it's game quality by rfc1394 · · Score: 1
    I don't think a demo is going to make a bit of difference in the sales of a good quality game; it is probably, more than anything else, likely to work exactly like good advertising of a product. Good advertising of a lousy product will cause people to get hold of it faster, thus causing the 'early adopters' to get it into their hands ahead of the ordinary customer. These early adopter people, if the product sucks, will tell lots of their friends and will sink it faster than no advertising or even ineffective advertising. This is a point that goes back to the 1960s I read in a book about the subject of advertising.

    As another poster here pointed out, you could get the complete DOOM in the first episode for free, never buy another thing and play it forever, and it basically convinced almost everyone to buy the other two episodes. At least it did for me, and I'm a messy cheapskate

    I bought The Orange Box based strictly on the strength of the video demos of Portal, and in fact, if I had gotten a playable demo of part of Portal it would have convinced me even stronger to buy the game. (A video showing the game on YouTube convinced my sister it would make her too dizzy and she wouldn't like it.) A demo sells the game as well as the game is. A great demo for a sucky game is going to let more people know how badly it sucks faster than no demo at all, because having actually tried it they'll buy it faster than they would otherwise. This gets a smaller number of copies out faster than when a lot of people buy it over time, and the even quicker sales to a small number of people make its faults more obvious.

    Critics point this out for motion pictures; a red flag in most cases is when the distributor won't screen it in advance of release for critics; it usually means they know the movie is going to be terrible. James Cameron tells how when they were getting ready to release Terminator they needed to get a strong exposure to critics in order to start a buzz, and by making sure lots of them saw it - for free, of course - it made the film even more successful because even the critics loved it and the 'buzz' they generated got more people out to see it, including people who might not otherwise have gone to see a typical 'action' type film.

    If, however, the demo proves the value of the product, it builds 'buzz' and gets people talking. This is even more critical now that you don't just have word of mouth, but "word of blog," too. I mean, I run a tiny blog but I still get as many as a thousand people reading some of my articles; if, say, I bash a game, I'm another person confirming to as many as a thousand other people that it's lousy. Imagine what the effect of a comment is from someone who has a couple million visitors a month.

    I suspect it's the exact opposite of what you would normally expect: hoarding (as in not giving away free samples) only works where you've got trash; sharing your stuff works better for you when you have really good stuff. if your game is good, giving away a sample is going to make people more interested in buying it, if your game is terrible, a demo is going to make people know this even faster because the demo will sell the game to people who will scream bloody murder.

    --
    The lessons of history teach us - if they teach us anything - that nobody learns the lessons that history teaches us.
  49. It depends by KingAlanI · · Score: 1

    I have had my interest piqued by demos of good games. Bad games, or games that aren't "large enough" to be worth the purchase price - I learn that, but I probably would not have bought them anyway.

    And this is Slashdot...how many times has a demo piqued your interest enough to bother BitTorrenting it? :P

    (I play older PC games, not newer PC games or consoles)

    --
    I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
  50. Because the 'real' game was sized as a demo? by (H)elix1 · · Score: 1

    I'm sorry, but the days of spending $60 on a game that offers 3-5 hours of gameplay is right out. After the Doom 3/Blue Shift fiasco, I always wait to hear what other *gamers* who actually shuck out there own cash think of it.

    Mirror's Edge got heavy, heavy promotion. Heck, thought I even saw an advert for a TV show tie in? People got it and reported how short of a game it is. $50-60 is too much. Strong game with no content -- the studio should not be shocked that it does not sell once word of mouth gets out.

  51. In the case of Age of Conan... by Anonymous Coward · · Score: 0

    In the case of Age of Conan, Well funcom really screwed it up themsleves- I quickly noticed how buggy and problematic the release version was- I held out for a while the deactivated my account, a few months later I reactivated it- what happened, well most bugs seemed to be gone- but then they suddenly implemented Murder points on the PvP game play, guess what- new feature and new game stopping bugs.

    I deactivated- and I consider I gave Age of Conan two fair chances, while I think the game was conceptually pretty good- it sucked qualitywise.

  52. Do Crappy Demos Have an Adverse Effect On Sales? by Anonymous Coward · · Score: 0

    More recently I read a couple of reviews of Mirror's Edge and decided this is NOT a game for me. No need to even download the demo, it would just be a waste of time. Logically, this means GAME REVIEWS can have an adverse effect on sales.

    After being a long-term fan of the Grand Theft Auto series, I looked around for a demo of GTA IV and came up empty. Obviously, I downloaded a pirate copy which confirmed the rumors saying the game barely works at all. Logically, this means the GAME ITSELF can have an adverse effect on sales.

  53. Depending on the game... by M1rth · · Score: 1

    Depending on the game, that works. I've been known to raid the bargain bins for games 4-5 years old, picking up some "gems" for $5-10 apiece.

    On the other hand, you run the risk of not being able to find a used/discounted copy of the game easier, if there were less in the original print run than they forecasted. Plenty of "platinum hits" titles are actually shit games that just had a lot of prerelease hype and then get reprinted forever (like Brute Force and MechAssault), and plenty of other stellar games have a smaller print run, lesser marketing budget, and become rare or impossible to find even 6 months down the road.

    Try to find a copy of Einhander (playstation1) for example. Go ahead. You'll have a hell of a time.

    --
    If you can read this sig, congratulations, you have your glasses on!
    1. Re:Depending on the game... by KDR_11k · · Score: 1

      That's only if you want specific games. If you don't have nearly enough time to play every great game that comes out you can just pick from the ones that are available.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Depending on the game... by petermgreen · · Score: 1

      Try to find a copy of Einhander (playstation1) for example. Go ahead. You'll have a hell of a time.
      Well I see a couple of american and japanese copies on ebay buy it now which I could purchase right now should I so desire (though I would have to get a chipped playstation to play them). It seems it was never release in europe.

      It is expensive though, £25 for a japaneese copy or £40 for a european copy.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
  54. 2 specific and opposite examples. by Anonymous Coward · · Score: 0

    The Battlefield series, every release for the PC has had a Demo out, which gave us access to one multiplayer map, and none of the class upgrades. What this did is show me how strong and entertaining the multiplayer was, and tease me with things I might want so it drove me to definitely buy the full version.

    I have definitely played demos of games that sucked that caused me not to get the game, but mostly I already had a idea of how much the game sucked, and the demo just confirmed it for me.

    Now a totally different case, is a Game like Assassins Creed. I may be unpopular for saying this but I think that game sucked big time, once you got past the first city. I say this because the first time you do all the cool things to do in that game, it's awesome, but then you quickly realize as you play the game that it's just the same exact thing over and over in every city. Now think about what a demo of this would have done. (I didn't play a demo, just the full version) A demo would have shown maybe one city, or a bit of one city, and I would have thought the game was awesome. All the little things to do would still be new and original. I'd probably love the demo, and buy the game based off of it. Then I'd be really pissed, once I realized I could duplicate the full game just by playing the demo 5 or 6 times...

  55. Demos better for less hyped games? by Lore17 · · Score: 1

    I downloaded a demo for Warhawk, a game I had never heard of for ps3. To my suprise the demo had full multiplayer online and was a really good battlefield/flier, after playing the demo (on a single level) for a month and a half we bought the game and still play it all the time.

    Perhaps demos offer a way for good games with no following to get their foot in the door.

  56. damned if they do, damned if they don't by Anonymous Coward · · Score: 0

    Of course it can hurt your sales, however, not having a demo available and having people regret their purchases of your game will likely hurt your future sales aswell. Well maybe I'm the only one, but once a studeo has dissapointed me I generally don't buy any more of their games.

  57. Re:I think they have a bigger effect on FUTURE sal by Werthless5 · · Score: 1

    Furthermore, you're likely to tell everyone your opinion on the game: the demo was good, but the game sucks and you feel cheated. This will cost them even more sales on future titles AND it will cost them sales on the game that you purchased.

  58. Selective Data Set by nick_davison · · Score: 1

    If you look at Age Of Conan, it had a large beta and then flopped.

    Yes, and if you look at EverQuest, it has a large beta and was so successful as to be synonymous with the genre for years. World of Warcraft also had a large beta and did massively well.

    So far, all we've established is that MMOs have large betas.

    Without the level of game balancing and bug testing that can only come from vast numbers of people doing stupid things, exploiting systems, trying something creative, an MMO without a beta would launch only to get destroyed in reviews as it utterly failed to handle these things.

    Conan struggled, from everything I hear, primarily because it had a great concept (let's actually make an MMO for grown ups) but didn't manage the breadth of execution that something like WoW has. As a result, it's a huge amount of fun for a short period of time.

    Yes, a beta coincides with that but, even without a beta, it would have had great three month figures, average six month figures and weak one year figures. At least with a beta, people are more forgiving as they know it's not final and they're not paying. They'd have just left quicker from the final paying service.

    So, sure, you can selectively pick a tiny data set, that happens to coincide with great single premises but no longevity, in order to support the conclusion. But the whole point is the data set is so limited and contrived you could select a similar data set to [fail to] "prove" just about anything.

  59. um. by Anonymous Coward · · Score: 0

    I didn't buy mirror's edge BECAUSE I couldn't find a demo.

  60. I love demos... Sometimes... by Xaoswolf · · Score: 1
    I love demos when they are done good. I remember playing the Metal Gear Solid demo that I got at Pizza Hut for ever, then once the game came out, I picked up the game. Likewise, we had a LAN party where all we wound up playing was the demo for Battle Field 1942, for seven hours. We knew Wake Island like the backs or our hands when we were done. Then we bought the game. Problems with demos are that they make non playable demos. If I start a demo, I want to see the game, not five minutes of commercials followed by 30 seconds of gameplay, followed by another five minutes of commercials.

    Most demos that I see now don't have much in the way of gameplay, it's more a commercial with a tiny bit of the game. Those normally leave a bad impression. Just gimme a demo that starts with a nice section of the game and runs me through a range of the options in the game for some time and I'm happy. Cut me off after 30 seconds and I'm not going to play your demo, and probably not buy the game. Force me to watch ads before the demo starts, and I'm not going to play it.

  61. Just an excuse by Anonymous Coward · · Score: 0

    sounds to me like an excuse so they can justify not having to have you try before you buy, then bank on the fact most places you go to buy games only do store credit, and the game is still considered purchased even after you return it.

    In my experience, every demo I played, I wanted to buy the game. there were a few shitty ones I wouldn't touch ever. Thing is, compared to the days when I was really into gaming and today, today, most games are shit and uninteresting, all the good game devs have either become lazy and are pumping out shit, or the good ones have been bougt out by the former.

  62. I've bought based on demos by slapout · · Score: 1

    I've bought several games, console and PC, based on demos.

    --
    Coder's Stone: The programming language quick ref for iPad
  63. YouTube, Amazon reviews by daybot · · Score: 1

    I buy games based on gameplay footage found on YouTube, backed up by customer reviews on Amazon. I've given a little back, too, posting my own footage and submitting my own reviews if I have a strong opinion on a game.

  64. Do Game Demos Have an Adverse Effect On Sales? by JoeFromPhilly · · Score: 1

    Do Game Demos Have an Adverse Effect On Sales?

    Yes, if after playing the demo I realize the game sucks. Case closed?

  65. namkillzz by namkillzz · · Score: 1

    im a gamer and i know to download the demo of a game before i buy. if the game demo is good then i will probably buy the game but if the demo is bad i wont (duh) point is if games dont release a demo and the game isnt good they can get more money by tricking customers and if the demo is good they will get many more customers. p.s. philspear good post u really hit the nail on the head

  66. The demo IS the game by Hardtrance · · Score: 1

    I generally suck at video games. The upside is that I can rarely play through the demo much less the full game. Saves money too. Not sure how many people are in the same boat.

    --
    This post is LAW where prohibited by VOID. Prosecutors will be violated.
  67. A demo isn't enough. by Lilith's+Heart-shape · · Score: 1

    Demos aren't enough to persuade me to buy a game. After all, a demo might very well be the the best part of the game. I can't trust game reviews, either; if the editorial staff of a given site/magazine hasn't been corrupted, I might not like a well-reviewed game simply because the reviewer's tastes are not my tastes. As far as I'm concerned, the only answer is to rent all games. If I like a game after I'm done renting it, I'll buy a copy the next time I want to play it. Otherwise, I won't buy.

  68. Relation is not necessarily causation by RazorSharp · · Score: 1

    All the games mentioned have different reasons for "failure" as far as I'm concerned. Conan never stood a chance. It had a successful Beta because every MMO has a successful Beta b/c the WoW freaks try the Betas and never buy the games. Mirror's Edge never stood a chance of superb sales in the U.S. b/c of the premise (running from your enemy rather than ripping their head off) but its uniqueness made people want to try it out (without committing money, of course). Little Big Planet is an odd case. It had a last minute recall, is insanely different from any other game, and was released on the console with the lowest market share. The only game I would consider a failure would be Conan. There is no hope of recouping the development costs for that game. Mirror's Edge will never be a blockbuster but it sells at my store (with the #1 reason being, "I loved the demo") and Little Big Planet has, unlike most games, sold more week after week.

    What will really help Mirror's Edge and especially Little Big Planet out is that trade-ins are rare. When people keep the game rather than trading it in the game is able to pick up more sales as time goes on. Little Big Planet has a lot to keep one's attention and the downloadable content isn't gimicky like most games. In other words, Little Big Planet doesn't have to be a top holiday seller to be a stellar success.

    --
    "From the depths of my skeptical and rationalist soul, I ask the Lord to protect me from California touchie-feeliedom."