Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't know about how to put a game on Steam but I've been here a long, long time, and see enough threads about such things to know, your instinct is pretty on the money there - demos... are okay in some cases, not so much in others, and users are fickle beasts indeed.
Make a bad or miodocre demo and people will likely avoid the game . Make a godo demo and people may decide to just keep playing the demo.
Demos are still valid, but only in very specific circumstances. Like when your game is a unique genre blend, or includes some new mechanical or a novel reworking of a common mechanic, or genre.
If your game isn't doing one of thiose things then a demo is oprobably not the best promotional avenyue. You'd be better off doing a few gameplay trailers.
You can put the specs a little over to just cover the chance of it not working
Steamworks as much as I am aware do not offer a system to stop the game after a while or the like so if you want to provide that you will have to stop the game your self inside the demo when relating it
Overall in my own opinion demos are normally not so good for the developer, the out come is not likely to be good
But if someone is going to try to pull out a demo I think something like the way The Stanley Parable is one of the best if it's possible, as it gives a taste of the full game, but not really gives you too much, so it leaves a lot to find and enjoy from the full game (Obviously its more work as it's like making a little mini-game of the game)
Overall today users have videos on YouTube (that you may want to encourage possibly maybe by suggesting for the users to do so or asking them to tag and share videos) and they can read reviews from the store page, that overall I think do give you a good sales with less work over all then a demo
in the end, it really depends on your game, you can also use users feedback to find out if the specs you put are good and the like
If you do want to give a demo as part of testing the ability to run I think maybe you can try to make a small area (hard to say as don't know what game this is) with maybe mostly the base hook of your game, and just run some load in the back that should compere to your heaviest part of the game more or less
TL:DR demos are good for some games in cases, but can be really bad in others
Do they like a little gamble ;) or are they a little chicken ;)
Demos are a brilliant way of gamers test driving a game. If the game is good people tend to buy them, especially when they add in online mutliplayer, game patches, updated content etc.
No demo means your gambling on that game dev studio. Just because a game has a brilliant rating may not mean you like it.
The steam demo promotion earlier in the year highlighted a lot of games in development that I would and will buy when released.
Demos though have a bit of am image problem that needs corrected first. Devs need to build up that games released on a fixed date but the demo is released a bit earlier. Some devs in the past used demos as a tool for feedback on what needs corrected in there game. Not sure they do that now.
It also showed me a lot of games I have no need for and seem way over rated.
They are definitely still valid and if you are confident in your game then it can be very advantageous especially if there is another indie-type festival where demos are showcased.
Then they will have a understanding of the coming game if it is for them or not.
Some gamers will still complain however you do it.
Prolouges is more newish, but serve the same as a straight demo (In my opinion).
It will be more work, but so is a well made demo.
https://steamcommunity.com/groups/steamworks/announcements/detail/2763474378288660647
https://steamcommunity.com/groups/steamworks/announcements/detail/4227144896738094211
You should also post a discussion in the Steamworks group about this...
https://steamcommunity.com/groups/steamworks/discussions
No demo? Customers buy the cat in the bag
Usual behaviour of (many) devs and publishers around here? No demo, no contact, no website, outsourced news, third party integrations, no support, no understanding of correct customer information, hidden and/or private profiles. Unfortunately a very one sided story.
It's as always...depends on the view of things ~ It depends on what you want as developer and should take into account and weigh consequences on both sides and a product demo is an alternative way to deal correct with (ongoing) customers.
https://steamcommunity.com/groups/steamworks/announcements/detail/2924487488182153400