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The free weekends are awesome if you really want to check out the game. But the buyer has so many more tools available. Promotional videos on tap. Let's Play videos on You Tube. Steam reviews.
Piracy is illegal and a banned topic here.
The problem for devs today is the truth will out very quickly. If the game is pants only those intrepid souls who pre-purchased it are likely to buy it.
S.x.
S no, they stopped releasing demos because they were a detrimental cost.
https://www.youtube.com/watch?v=7QM6LoaqEnY&t=1s
TL:DW (Watch)
Demos are more likely to make the game lose sales then earn sales over all, and cost money, so its basically paying for most likely selling less
A lot of games though that people think are "good" though.. Like Fallout New Vegas, Civilision and World of warcraft I actually hated when I had the chance to play them.
So a good game to some is not a good game to everyone...
I also like a few games that people consider to be bad games like Triadwars (Sort of sleeping dogs 2) and some of mdikies games
Yeah that was a pretty good video... basically it is our fully as the consumer that there are no demo's.. Not exactly what I expected..
I expected there to be and increase in sales from people downloading and trying the demo legally instead of a hacked version from a torrent site and then getting lazy because they already have the fullgame on their PC.
First and foremost above all: time and cost.
Its way different making a demo(and games) nowadays then before mostly because of scale and risk. From indies to AAA studios everybody fights against deadlines and cuts because theres way more to manage- need more artists, coders... overall complexity is bigger and those few brave that do complex games with small teams take way longer to progress.
And it so happens that demos need time and polish they can't have the luxury to make.
Its even worse that pipelines nowadays run so much in parallel (out of necessity); That means the complete feel you're aiming for is only seen close to launch.
So:
A) You release a demo of the game as is lacking lots of what it will have and stuff that will be cut or changed
B)You stop production even more to make a really complete slice of it all for the demo- double or triple time wasted with the risk of still needing to change later on or 'we can't strife from the demo now guys'
C) You do either A, B or a compromise in between in less time then the huge time it takes to make a proper good demo- and now your game will be seen as riddled with bugs before release.
Put on top of that a common lack of innovation (normal in every field- the less original ideas in a industry the easier for new projects to be original), how having a taste dimishs hype more frequently then the oposite and simple burn- by the time your game gets released people will have played or seen it being played (the demo) enougth for it to not feel as fresh as before and there you have it. We live in a age where 'new' trumps originality and quality, sad but true.
Demos can shift perception of a title coldly received by announcements and marketing; Can- if the game idea *and* the demo (including polish) deliver. Where there was no hype it can be made.
Most often however Hype sells more, way more. Its just like passion- customers project their desires of a 'ideal game' on the promises with expectation it will reach or come close to what they imagined it could be. Imagination and expectation knows no limits- its so rare to meet or surpass it the few that do are the citizen kanes and half-lifes. Just like love- you think she/he is the one... and how many divorces we see? They're never like we picture then.
Once upon a time we didn't had fast and ubiquous internet. There was no youtube and no one click viral shares. You knew about a game from a one-page ad in a magazine if that much- if you were trully a hardcore gamer you could have seen a trailer, most didn't. Heck they used to ship trailers of upcoming games within games to get a bit more reach.
At that same time slow downloads and stuff and you got your gaming feed from magazine's cds.
So yeah, once upon a time demos were worth the effort. They could backfire hype into disappointment just as easily as today (if we don't count the ridiculous hype things can get today- yeah, im looking at you No Mans Sky) - but the small margin of sucess was way better then not having one.
Oh yeah, and the market wasn't as flooded so the buyer hadn't as many choices- so your so-so game would sell even with a not stellar demo.
Heck, of the current game demos ive played just short of half of then i ended up buying- and im a avid buyer with varied taste. Some of those i didn't buy i could had in a impulse buy if i hadn't played (most of those i wouldn't had risked none the less). That margin of lost sales alone is enougth to scare devs as far from demos as they can humanly get.
Of the latest 10-20 games you've bought how many you would have bought if you played a demo before? If you say at least one thats a big enougth stastistic for shareholders. The return of investiment is not enought for what it takes for a demo.
Better to spend the extra to improve the game or have someone start on making DLC.
Admittedly I would have avoided Elder Scrolls online had a played a demo first and realised its not as good as Skyrim and pretty lame without all the mod's oblivion and Skyrim had..
This.
With Steam Broadcasts, Twitch, Youtube, etc, demos are not needed anymore.
Just to encourage more demos, here's my #1 not-interested-till-I-tried-the-demo win
http://store.steampowered.com/app/250110
To make demos more important we need to prioritize demos. It'd be nice if the store page did this.
Getting people to somehow incentivize devs to make demos would be a good thing for games, as it's harder to make a good demo from a bad game than it is to make good passive media about it.
All the demos I quote above, three I can't find easy info on but the rest were made in-house - my guess would be they all were.
Perhaps we play different games? or different platforms?