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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?'"

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  1. 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.

  2. 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.

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