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?'"
I'm gonna have to blame the PS3 for LittleBigPlanet's failures.
Mod me down, my New Earth Global Warmingist friends!
Only if the game sucks.
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.
I would say yes, game demos can kill a game for these reasons:
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.
Colin Dean Go a year without DRM
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
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.
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.
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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"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.
Seriously do it.
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.
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
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
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.
The ______ Agenda
"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.
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.
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.
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.
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.)
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.
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.