Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
Thanks, I never actually saw the demo option before.
Marking your answer best so when I come back later I can find that link LOLOL Thanks again.
Think they mean something more obvious at a glance on the full title’s listing that there is a demo in case it’s listed in a seasonal sale or something rather than specifically searching out demos, lol though apparently not… still wouldn’t be a bad idea to have a secondary indicator on the banner of the main game’s listing or link to the demo page on the sidebar of the store page where it lists game details like player count, steam deck compatibility etc
That is a HORRIBLE idea. Showing a random chunk of your story out of sequence is going to confuse and spoil things for people. The story either won't make sense, or it will ruin other parts of the storywith potential spoilers up the wazoo. For a sandbox as already demonstrated its all about balance and easing them in without overwhelming them. Its not easy to just cut out a part, especially as the games usually TEACH you when you aquire abilities how to use them, so you'd also have to build an entirely new tutorial system, and still overwhelm someone with 50 hours of abilities they normally build up to, all thrown at them at once.
Of course your even assuming games have levels, many games are open ended and you can't just easily cut out a "level" like you could in the past.
FYI think you quoted me by accident there instead of Reuben
Lol quoted both, just quoted your post for quick reference for what he should reread because you put it pretty well as to what and why his idea just flat out doesn’t work.
They could do it pretty easily because it's already done.
https://kotaku.com/valve-steam-demo-timed-refund-pc-purchase-ea-dead-space-1850443748
And again, Valve isn't giving away games without the consent of the game's developer. If you want that, I hear Tim Sweeney is trying something along those lines.
"It's hard and you don't know why", I've compiled UE and messed around with it myself, it's not hard to make a seperate scene for your demo needs and package it.
Pick a level that shows the game at it's fullest or make another level that shows your mechanics. People don't need to be gradually introduced mechanics for a demo, do that in the full game.
Why do all game developers act entitled, I don't complain doing full stack projects solo.
There's a reason devs generally prefer to craft demos specifically, or create standalone prologues.
Ah so messing around with UE means you know all about game design, marketing, how to plan and structure and craft a demo that'll actually make people want to play the game and build interest? I guess that makes you the expert here huh? And yea, again, you're not actually addressing the points. Just saying "export some scenes and your good". That's how you make a confusing and ♥♥♥♥♥♥ demo that doesn't actually catch player's attention or overwhelms them with too many mechanics, plot points that don't make sense because it's missing contextual information from earlier in the game's story, etc.
Not my fault you have literally no clue what you're talking about, and refuse to actually discuss the points presented instead of just repeating "It'S NoT ThAt HaRD" and repeating how not to make a successful demo tips 101.
There was a demo once, I forgot the name of the game, like 10 something years ago, you could play it for 30 minutes and then the game would stop you from going any further. Made you buy.
Factorio does it similarly.
Gives you just enough of the demo that stops right as you get hooked, and forces you to buy to go any further.
This may not work for all games. I never played Minecraft, but I saw they do very similar. You got like 1 hour to play anyway you want, then you gotta buy it. Minecraft from what I can tell(i never got into it cause looked like it was for kids) is very popular to this day.
I think demos would work more than not, but that is just my 2 cents nobody asked for :)
As for demos that I would describe as very good, check out the Stanley Parable demo. It's not a portion of the game. Rather, it's a completely free standalone game that is a parody of video game demos (just as the game it's a demo for is a parody of video games).
They didn't make that by clicking some magical export button. All the stuff in that demo was made specifically for that demo. All the voiceovers, textures, models, etc. took some skilled person actual time to create.
If the suggestion is to just rip out a portion of an existing game, like the Half-Life 2 demo, that doesn't come for free either. Not only does that just flat out not work for a huge number of game genres, but there are seventeen different places in the engine that have special cases for the Half-Life 2 demo specifically. It's not trivial to pull a section of a game into a standalone demo, especially not if the game wasn't designed to have a demo in the first place.