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Zgłoś problem z tłumaczeniem
You get one hour of game time. And that hour still ticks regardless of whether you get the game working or not. That hour ticks if there's a problem with the client and it doesn't shut down correctly. Problems that people complain about here in Steam, too, when it comes to time tracked and refunds offered.
The time limit doesn't take into account the length of the game. There was one game that caused a bit of drama back on its release: a Pompeii, time travel themed HOG. People played for the duration of the demo time. After 60 mins, they get booted out and prompted to pay. Many did. It was a good game. The problem, though, was that most then found they completed the game less than 10 minutes later.
Big Fish offered refunds and apologies, and absorbed the costs by also not revoking the game from those upset at finding how short it was.
So how do you factor in for that? Offer up demo time that is only a percentage of the average playtime? That's an awful lot of work when selling only a few thousand games. What of Steam where they sell 10s of thousands of games? And Valve are not going to be offering refunds when someone feels cheated by the demo length.
No. As nice as the idea sounds, this is something developers need to do for their own games knowing what length of demo is applicable for their unique circumstances. But even then, anyone deciding to buy based on demo length is always doing so at the risk of the game ending moments later.
In moderation. If you do it with too many games, Valve start sending warning for you to stop.
However, devs should be highly encouraged to make demos. Before we had demos for pretty much every software, not just games. And it was nice.
More and more devs are making demos again which is really nice, but not all of them do.
In more recent times having a permanent demo wasn't such a effective tool. And with it having a cost most devs opted out of them.
However, with the Steam Next Fest Steam pumps out periodically it seems there's a public important enough for offering time-limited demos (Also the fact these demos get frontpage visibility and an event tied to them also plays a role over just having the demo un your store page).
Demos in general are marketing tools, always have been. The fond memories people have of the demo discs with game magazines and the like are examples of that, those demo discs were there to gain exposure.
Next Fest events on steam support that, btw. Many of the Next Fest demos get taken down by the devs after the event, because they served their purpose.
Demos are a slice of the game usually an action scene or something similar to entice you to buy it. Demos are rarely representative of the actual full release. Alien Colonial Marines is a prime example of a game which had a demo that failed as a full release game.
Demos are optional for developers.
Prologues or Chapter One of a game at least gives you an idea of what you are getting as you are playing from the start of the game, but just like demos of a game there is no guarantee of the full release being added to a cart and confirm being clicked.
Personally any game which interests me is searched for on YouTube. If i cannot continue to watch the game play because i lost interest, it is a game which will not be added to my library irrespective of which PC platform it is on.
can you rephrase, to make more sense?
What better research than having hands on gameplay.
Your post needs better research lol
It's called being short sighted
You're right it should be 20 hours, add a 0 in there
?
Now that I think of it make it 200 hours FREE
Not sure what you're on about mate.