By Alec Meer on May 26th, 2011 at 1:41 pm.

I miss demos. I miss them so much. I wouldn’t be here, writing these words, if it weren’t for demos: how else could a sport-fearing, skinny young misery with only the slightest pittance for pocketmoney have found his way into playing video games? Once, my bedroom was littered with floppy discs, each and every one of which had at some point led to me standing outside a game shop, counting pennies with a quivering hand, praying I had enough.
Granted, magazines were the gateway drug back then, when there was no way to watch a trailer or scour Facebook for new screenshots, but later in life the web too seemed an infinite fount of sampled digital delights, and led to any number of purchases of those games that seemed the most absorbing – or simply because the demo ended, apparently expertly, at a point which left me urgently hungry for more. Those days are gone.

Demos still exist and probably always will, but they’ve become the exception rather than the rule. Even in the last couple of years, the decline has been rapid – it’s a relative rarity to post about one on RPS now. Publishers seem to have settled on marketing and heavy, heavy promotion (often including bewildering ARGs) as the alternative – a surer way to drum up interest in and expectation for the game, and one that does so without the dread risk of a gamer discovering that, actually, they don’t like this all that much. For some really big games, the norm even seems to be not releasing a demo until weeks or months after the full release, presumably to help drum up those few stragglers who somehow resisted the pervasive trailers and advertisements. (Not PC-related, but I noticed a demo for Halo: Reach came out earlier this week. Timely, eh?)
Adverts and trailers don’t tell you the truth, but so often they’re all we get to go on until embargoes lift and launch-day reviews land. In a very fundamental way, such marketing lies about the experience you’re going to have. The camera angles are rarely those you’ll see yourself, while the checkpoints and the chokepoints and the guy named CockLord12 and all the minor irritations (and indeed minor, personal pleasures) you’d experience bear no mention. It sells an idealised version of the game experience, and one that leans far too closely to the movie model – nothing at all to do with the act of playing a videogame. I couldn’t buy a game based on promotion alone, and to be honest I probably couldn’t buy it on reviews alone – I need to try it myself, see whether it lights up those strange pathways in my brain that entail not just passing enjoyment but complete fixation upon the experience at hand. I need a demo.

This has happened in my recent as well as distant past. King’s Bounty: The Legend is a game I would probably never have encountered were it not for its demo. It’s certainly not a game I would have ended up evangelising while most of the rest of the games industry studiously ignored it. There’s any amount of weird and wonderful and terrible and indecipherable games out there that we may never hear of, because there wasn’t a demo than anyone could play right away. Even for mainstream games the perks are there: while Bioshock may have ultimately struggled to live up to its hype in some ways, let’s not forget the sheer excitement around its pre-release demo. It was a happy frenzy, a global gamer’s talking point in a way that a trailer or a pre-order incentive could never be.
The value and the interest that can stem from a good demo launched at the right time (right at the point where you can go on to spend money on the full thing) is surely incalculable, but its perception seems severely diminished of late. Marketing can be controlled, but a demo, an increasing refrain goes, is simply giving away precious content for free. In my stint working for GamesIndustry.biz, I heard any number of publishers and developers claiming that there were too many gamers out there somehow assembling a fully gaming diet simply by bouncing from demo to demo and never buying anything. If they bounced, that was surely either because they couldn’t find anything they really, truly wanted to stick to, or that they simply didn’t feel they could afford many games anyway. Nothing is lost – but a resultant sale to those who are suitably enraptured is that much more likely.
The decline of demos probably too stems from the budgets and manhours necessary to turn out a modern, high-end video game – to pour yet more resources into a tailored slice of interactive demonstration is no doubt unappealing to a team beaten down by crunchtime. I’m deeply worried that publishers are calling the shots though, worried that a demo undermines marketing efforts – worried about gamers actually seeing the game, for fear a different message is sold. Call of Duty is an easy example – the hype and sense of event around what it’s going to be, what’s going to happen would perhaps be deflated by a demo’s concrete proof that beneath the clamour it’s just another high-budget shooter very similar to the last one. Which is not actually to malign CoD, but to comment on the fact that the promotion makes it into something almost mystical, something far beyond any possible reality. Bringing expectations down to Earth is probably the last thing the publisher wants.
Selling a different reality and avoiding exposing the reality can happen in more direct fashion too – take Brink’s splendid-looking TV adverts, for example. They suggest something very action movie, very glossy and very narrative-driven, rather than the solid, tactical and clever team shooter the game really is. As a result, we have a mixed message, but I’m convinced a demo finding its way to curious gamers would serve to strengthen their sense of, and hopefully interest in, Splash Damage’s thoughtful multiplayer game.
The other side of the coin is making the increasing rareness of a demo a promotional event in itself – the Duke Nukem Forever demo got its own announcement video, and will for a while be made exclusive to people who bought specific editions of Borderlands. It’s not about promoting the game, about letting people establish whether or not they’re interested in the game, but instead it’s treated as a reward to be fought and paid for, a product in itself: the polar opposite of the traditional demo. I don’t like having to beg to be marketed at. See also: Facebook Likes unlocking screenshots. Promotion becomes the reward, one we plead for rather than one we choose to assess.

Many indies know better, or at least know that because they lack the option of brute-force, high-spend marketing they have to use other means of letting people know what their game is like. Take a look at demo-hub GamersHell and there are so, so few game demos listed there – and of those that are, the vast majority are indie. Yet still so many indies resist – even most of the mails we get from indie devs simply contain a link to a trailer, with the lack of anything playable both complicating what we can usefully say about the game and the possibility of it capturing the affections of our readers. Frozen Synapse is out today, for instance. It’s ace, you should try it and see if you like it as much as I do. Oh, you can’t. Watch a trailer, I guess. Quite obviously, I have no empirical figures for any of my grandiose claims and if the industry’s moving away from demos they’ve probably found very convincing business reasons for it, but I can’t shake the nagging gut feeling that the loss of yesterday’s means of talking point leaves a huge hole in our gaming lives.
Of course, the rise of free to play may turn things more demo-wards in a way. The first hit’s free, kids, but cough up now if you want to play the rest. I’m actually more than fine with that model – it’s when you have to seperately pay for features or an advantage that the F2P concept makes me ill at ease. Have a go, work out if it’s for you, pay to unlock the rest has forever seemed an eminently sensible way to market a game. Unless it’s a game with a really boring beginning that’s mostly tutorial and exposition, of course, but that’s a whole other kettle of silly design decisions. (Which reminds me of an earlier post about demos, and why they’re so often very wrong and even misleading to focus on the first chunk of a game).
Demos: come back. They’re why we found games, why we experienced so much, and why we spent so damned much. You are not a relic of a more naive age, but the key to future discovery. We need you. The industry needs you.


Demos though were always misleading. I’d like quite like them back too, but more so I can judge the tech requirements of a game. They never reflected the trutth of the gaming experience, I think.
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I think they reflected the true experience much more than trailers or screenshots ever could. In fact, I can’t remember a demo in which the actual game was much different at all to the demo. Usually it’s a level from the main game (HL2, Bulletstorm), a multiplayer demo restricted to one map (BF2, Crysis 2). Do you have any examples in which the demo misrepresented the full game?
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Misleading demo still misleads much less than a misleading trailer or some shill 9/10 review.
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Calneon: Half life. had the Uplink demo, which was a whole new level. Also Thief 2 had one based on an in game level, but with a lot of changes (it was actually better than the proper mission)
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At least one could be assured that a demo wasn’t some pre-rendered, Photoshopped affair that in no way reflected the reality of gameplay. Perhaps they showed off the best of what the game had to offer, and perhaps the rest of the game was more (or less) of the same, but it was still vastly more reflective of the product than the marketing of today.
I, too, mourn the death of demos.
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Age of Conan was one of those games if you count the open beta a few days before launch as a demo.
You were able to play up to level 20 and complete the whole tutorial island Tortage. The whole island was a beautifully designed experience with full well-executed voiceovers, cutscenes and a stringent story that you could be part of as some kind of single player spinoff.
Not only felt it like a well-rounded experience, it also was virtually bug-free and actually convinced many doubters to buy the game.
Unfortunately, after completing the island in the full version of the game and leaving it, all characters suddenly went mute (literally even the first person greeting you after leaving the island didn’t talk), all cutscenes were gone, the huge main story turned into a boring optional side-story and the game was a buggy hellhole for several more months.
It was a great marketing stunt but definitely didn’t show the true game.
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I remember the demo for Terror from the Deep being brutally hard; so that was quite indicative of the game.
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Dark Messiah of Might and Magic had quite a splendid demo: the best area of the whole game.
That implies that the rest of the game ain’t as good, but it sold it for me.
Do I call it misleading? Not really.
I have just been playing the same map over and over and over again..
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Fallout 1′s demo was misleading but more in a way that when I played the game it was way more awesome than the demo with it’s closed parameters had led me to believe.
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Which was extremely representative of the game itself, without spoiling anything (seeing as it was based on a level they cut. Also, there was a limited release demo of Half Life that was the first chapter or two of the game). Same for the Theif 2 one, IIRC – not misleading, just not cut directly from the game.
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I’d love to see the return of shareware. A 15 demo is a nice way to check how a game performs on your system and give you a feel for it’s mechanics, but give me an hour or two of content and I’ll become invested in the world (pretty much guaranteeing a purchase).
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Many of the developers that would have released shareware 20 years ago (hobbyists, amateurs, small studios) now make flash games and browser games that are no cost to the end-user. These are sustained now by ad revenue and licensing dollars. Why make a whole game, give away a third of it for free (Commander Keen) and hope the money rolls in for the rest? You can instead make a third of a game, let a game portal host it online, get some instant revenue, and then make another short installment if that does well.
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I have to say, I really appreciate the way xbox live arcade works. Every game on there has an unlockable demo. As a result, they’ve gotten a lot of my cash over the years.
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It’s very, very rare for me to purchase a game without a demo.
And often when I have, it was a mistake, making me less keen to do so again. It disappoints me that Valve have been so bad with demos, after the spectacular beginning that was Half Life Uplink.
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Half Life Uplink is actually both a good and a bad example, seeing as it was released a full three months after the game, and contained levels cut during production. (That’s what they call “DLC” these days).
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The half-life 2 demo convinced me to buy the orange box.
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I rarely go to the bother of downloading a demo. Reviews usually give me a better indication of whether something is good or not, and it’s a pain to download a massive file for a few minutes of playing that I will only have to play again when I get the full game.
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I agree fully.
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Yeah, I agree. I find usually demos more of a hassle than they’re worth, especially since devs don’t seem to care about file size any more. So what if the demo only lasts for fifteen minutes, I still have to download half the content from the full game if not more, including five hundred megs of intro movies.
Besides, I find that demos spoil the experience somewhat. If I play a demo containing the first bit of a game I really want to play, then when the actual game comes around I’ve already played the first bit and it’s not that interesting any more.
So as long as I’ve got enough money, I just buy whatever I want to play and… well, play it. Sure, I waste a bit of money but I tend to shop around for good prices or wait for discounts anyway, so it’s not a big deal. And besides, I do read reviews and stuff, so it’s not like I don’t know what I’m paying for.
Edit: Though to be fair, demos were massively important for me back when I was a kid and bought Amiga mags with coverdisks. They ensured that I got to try most of the big releases, and they provided me with a lot of cheap fun at a time where full games were both expensive and hard to find around here (there were places selling them, but the shelf space was limited).
The thing is, though, that back in those days reviews and previews was something I _bought_. So I had one, at best two, reviews of individual games. That’s very important to remember, and it made demos much more useful than they are today, with reviews (and user reviews) freely available from dozens of sources.
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To take a line from a game that got a really bad rep but is really enjoyable. “Sais the corprate tool”.
The line is from Alfa Protocall and that game is quite fun but got rated low by alot of diffrent reviewers.
Also he is right demos do send out good messages to let people know what the game is like. But depending on what the message is can make or brake a game. If the game itself is like what brink was (No diffrent than what looked like a slap togeather job that all the work and all you payed for was a new engine) then it could lose the game makers money because no one wants to buy it. On the other hand the olny reason I spent most of my youth from about age 13 to age 18 in Ever Quest was because of a demo I got off of a cd.
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I agree, though I also miss games being released as shareware, that gave a large amount of the game away for free, to encourage you to buy the rest e.g. Doom.
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What’s the company that calls it Play4Free instead of Free2Play? It’s actually a rare good marketing decision. Treat those things like *really* big demos in which you can get a huge amount on content and a real game experience, and then if you like it, you pay money to get the whole thing. Free2Play gives the impression, especially with the entitled nature of gamers, that they get the whole thing.
Play4Free is a bit of good demo news, only hidden behind not being called a demo. It’s not all bad news.
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That would be EA.
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And on the other hand, you have Demos like Dragon Age 2, which I think did more harm to the games sales than anticipated.
Demos are a risky thing. When we launched the GRID demo, it underwent at least three major revisions to make sure it’s the most polished thing of the whole game – that was a lot of additional work, and in effect, cost nearly more than a well-rounded marketing campaign.
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These are my thoughts. If I were a developer, I would avoid having anything to do with a demo, and ensure that no one else released a demo without my permission. But as someone who plays games, I desperately need them. I didn’t purchase DA2 solely on the basis of the demo.
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But did it work? I bought GRID based on the demo, wouldn’t have been interested in it otherwise but the demo hooked me. There must be some data out there for who downloaded the demo and bought the full game, for the consoles where it’s all tied to your gamertag anyway.
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It worked, but it wasn’t certain that it would. I think for the dev costs of the demo, a full ad campaign would have increased sales.
Though I personally enjoyed the demo, too. :)
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I got grid on the back of the demo, full price on steam at release. Multiplayer in the demo was a genius move.
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The GRID demo was of massive import for me as well: it demonstrated that the keyboard controls on the PC version were, frankly, terrible. As such I instead bought it on 360, after enjoying the 360 demo. Without the demo I may have taken the plunge with the PC version, and then got frustrated and missed out on an extremely good game, as this was before I had the 360 controller dongle for my PC.
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I think that’s exactly why large companies don’t make demos any more. They’re a no-win situation, so why bother?
If the game sucks, a demo will kill your sales.
If the game rocks, word of mouth will do more for your sales than a demo ever would.
If the game is only so-so, a demo probably won’t change your sales figures by much.
So essentially, from a business perspective, releasing a demo is at best a waste of effort and at worst will hurt your sales. At that point, why do it?
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Tacroy, Word of Mouth can be generated by a demo. Way back when, the demo of unreal Tournament (99) not only gave me my first taste of offline deathmatch but also introduced me to the wonders of Instagib. That didn’t just convince me to buy that game but the next two releases as well (2003, 2004).
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Why release a demo?
Stop people pirating it…
You may say who will do that? I say… …people I know.
Put it another way. A hell of a lot of games have unofficial demo’s on bit-torrent. The problem is once you have such a demo why bother to buy it?
I won’t pay £30 for anything I cannot play before I play it a bit. Since I don’t use bit-torrent I just don’t buy them until they are incredibly cheap.
I can’t be the only one.
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Trailers cost less and apparently do a much better job of selling games:
http://multiplayerblog.mtv.com/2008/04/14/study-publishers-shouldnt-release-demos-just-trailers/
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I agree, I miss demos, I miss freeware that let you play the first chapter of a game for free, as many times as you want!
The only reason I bought Duke Nukem 3d and Doom was because the demo whet my appetite to play more.
Demos also got me into games, they were something I always looked forward to, and the lack of demos has certainly stopped me from buying games. At least on release day, no demo generally leads me to buying the game when it’s about £2 on Steam.
I also find it funny that pre-owned is cited as a big issue at the moment, but many people will buy a game, not like it and trade it in. Surely this issue could be fixed by releasing a demo for people to judge before putting money down?
Perhaps that’s just too logical….
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Brütal Legend Demo. I rest my case.
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Brutal Legend had a *great* demo. And then the game was great. I loved it. I don’t understand what you’re saying here.
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Who here remembers the Quake 3 demo?
I spent 5 hours hogging my family’s 56k connection to get it.
Good times!
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It ran every evening on the limited allowed space we had on the university computers.
Good times.
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That was one of many for me.
I think my biggest on dial-up was a 10 hour/150mb slog in the form of the Deus Ex demo, took damn near a week (and a very effective download manager) in short bursts to get hold of that sucker. I probably spent as much in phone bill as I did buying the full title.
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That was actually a tech demo, they call those ‘open beta’ these days…
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The demo I was most proud of downloading on a 56k modem, before I had heard of download managers was the race to download the 19mb(!) Monster Truck Madness 2 demo within the two hours between dial-up and automatic disconnect. It took three attempts as I remember.
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I spent 6 hours on a 14.4k modem downloading 9mb demo of Dark Forces somewhere in 1994. Had to reset the modem to silent because it woke the whole house up otherwise, and had to set an alarm because the line would drop every 2 hours.
Good times.
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I remember a few demos that I played and went “multiply that by 4 hours and now I don’t have to buy the game”. Hey yeah, I just noticed that we can’t have demos of modern shooters because you’d play half of the game for free.
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The PC Gamer demo disc was actually the only source of PC games that I had for a while, thanks to a meagre pocket money rate. That and the Sold Out range.
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If the game is a console port and it doesn’t have a demo, I’ll pirate it first and see that it isn’t completely jacked up.
If the game is a PC exclusive (like The Witcher 2) I just buy it if I trust the developer. Would be nice having demos for everything though, and one thing that really annoys the hell out of me is when devs bother to do demos, and then just release them for consoles.
Why is that so hard to port, really?
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Demos still exist. They’re just called betas. They are still simply a marketing tool used to build hype around a title and allow those who particpate in them to feel like they are a part of the development process (which in some rare cases is actually the case, Minecraft for example, but these are indeed rare).
Don’t be fooled by the change of name. Betas are Demos. Calling them a beta simply allows the devs to rush out slightly unpolished and unfinished code to the end user.
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Hear, hear!
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If Brink had a demo it would sell less, especially on the pc.
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Actually, I downloaded a “demo version” to check it out, and after a couple of hours, went out and bought a legit copy. I would’ve probably never bought it if I were to trust popular opinion on the Internet or most reviews.
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There are exceptions of course. But generally people would not buy Brink after a demo.
http://imageshack.us/photo/my-images/855/hyhtht.jpg/
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Nonsense, Brink would sell much better, especially on the PC, if they’d release a one-map multiplayer demo.
Its intelligent team-based multiplayer gameplay appeals to a large audience that’s been starving for a good multiplayer shooter to play for the better part of a decade. The people who liked Return to Castle Wolfenstein, Wolfenstein: Enemy Territory, Tribes, Savage, Natural Selection, Jedi Academy, or even Quake Wars. Even just people who like competitive multiplayer FPS gaming, which has been pretty much dead these past few years. Brink is easily better than Quake Wars, which makes it the best game of its kind since Wolfenstein: Enemy Territory.
The silly negative reviews that all seem to focus on the poor singleplayer and how it’s not CoD are turning off loads of players who would actually greatly enjoy this kind of game. It’s much better than any other recent multiplayer FPS, with sole exception of Bad Company 2 if you prefer large-scale warfare with vehicles.
It’s also clearly designed as a PC FPS game, for PC FPS fans, with the PC version as the leading platform. The PC version is easily the most polished one with far fewer problems than the Xbox 360 version. In fact, nearly all the main complaints leveled at the console versions (texture pop-in, long loading times, no lobby, lag) are practically non-existent in the PC version. On top of that it had dedicated servers, a server browser, config files to tweak, anti-cheat functionality, proper PC controls and settings, etc.
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It’d probably sell much better if I could buy it, never mind play a demo ;)
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Eh, I lived by the demo as a kid because I was never going to afford a $50 game. I ignore the demo as an adult because so many excellent games are $10 or less.
The last demo I downloaded was for SPAZ. It says your progress can’t carry into the full version. Something I don’t like about demos is investing time into the game and then having to start over. Even for a great game, that makes my patience wear thin.
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Especially for SPAZ, where the demo is effectively the extremely hand-holding tutorial of the “full” game.
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The pirate bay, for all your demo needs.
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Piracy does often seem to be the only plausible way of trying out a game before you buy it these days, both so that you can see if you like it and to ensure that your computer can run it. It might even be possible that we see less and less demos because people believe that those who want a demo experience will simply pirate the game instead.
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eh, Demonoid ftw, members only so it isn’t loaded with viruses and spam
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shhh dont talk about demonoid
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That Duke Nukem Forever Demo won’t be exclusive for very long though. A week at most.
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I really like the demo availability of thing on (non-PC alert!) the xbox live arcade. The fact that every game on there has a trial that you can play for a bit, with the achievements and progress held hostage, but can be freed by buying the full version is a great one. I’d love this to be the norm on all digital distibution. Play the first 15-30 minutes of the game, then pay to unlock the rest (kinda like shareware of old, now i think about it).
Without this, with demos, some games were killed for me after enjoying an hour of the demo/tutorial but then not wanting to face playing through all that again (Maybe thats a weird ‘me’ feature ;-)). Of course, there have also been games that were getting hyped and i was excited about and the demos put me off them – I can understand completely why publishers wouldn’t want a demo in this case.
I remember when demos were all we had, too, the only way we’d find anything out about a game was the first time we played on a floppy disc. I had no money to buy games, so would play demos to death (worms springs to mind).Those were the days. I feel old. :-S
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Frozen Synapse is released? I haven’t gotten any emails from them about it.
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It has. It hasn’t hit Steam yet, but the website has changed from “pre-order now” to “buy now”.
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It’s on Impulse too.
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The most frenzy inducing demo was the Wake Island map for Battlefield 1942. But that game/demo had the advantage of showing something truly new. There was no danger of people playing it and thinking “yeah I’ve seen this before”.
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I’m fairly sure I played more MP_BEACH in the RTCW multiplayer demo than I ever did in the full version of the game. I can think of a number of games of that era which had demos that largely removed the need of buying the game. Especially as a young teenager with zero spending money and a high tolerance for repetition, demos can scratch that itch pretty well. I remember playing through the Jedi Knight: Dark Forces demo literally, no joke, hundreds of times.
That said, I think releasing demos does more good than harm overall, but I can see why developers put them by the wayside during crunch time. The project is being rushed to completion by the end date, not the demo release date. A demo should be sliced off the block once the game has gone gold, but by that time the development team are soaking their scabbed hands in salt water baths, wondering whether they’ll ever be able to code again. Releasing a pre-gold, buggy demo would do FAR more damage to a game’s reputation than not releasing one at all.
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RtCW is my favorite multiplayer game ever, and Beach the first map I played – though not through demo. But my oh my, that was a fantastic game. I played Beach probably more than any other map despite my extensive playtime, simply because it was what servers tended to reset to when they crashed – but it’s one of the most fun maps I can think of in an online shooter, and I was always up for a round or two on mp_Beach.
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You and I, we are the same.
I played MP_Beach to death. I have many fond memories of playing it at my school’s library with some friends for hours and hours.
And you know what? I ended up buying the damn thing! Because I really liked it! (And for the record: Yes, one of my friends had shared his game with me, so I did play the SP before, but even then I really felt like paying the devs for such a great MP game. And then jumping online, finding every server on MP_Beach… )
Diablo 2? I bought it after reaching level 25 on the demo! (That’s insane, by the way, considering the small area that it shows.)
You know what? Without a demo I’m more likely to wait until it hits bargain-bin in Steam, because I can’t try your product (word of mouth isn’t enough for me, unless it’s from people I really trust.) Specially when you consider system requirements stuff in modern games (GTA:ELC being my last offender: Thing runs bad and isn’t the most impressive looking thing. At least compared to the likes of Just Cause 2.) And with a demo I might consider games that I wouldn’t have otherwise (SpaceChem being the most recent one. I had hours of fun optimizing in the demo, so why the heck not? I bought it full-price, not waiting for a drop/sale.)
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The Arkham Asylum demo is one of good examples of a demo that seriously sold the game to a lot of people.
They even remixed bits from the main game, rather than just giving you a chunk of the game, so you didn’t know exactly what to expect when you played the full game.
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That is a great point. Batman is one of my favourite titles, but I wouldn’t have rushed to the shops on Day 1 if I hadn’t been blown away by the demo before.
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I would have bought Arkham Asylum much earlier than I did if I had been bothered to play the demo.
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That’s weird because I hated that demo and lost interest in Arkham Asylum because of it for a while. But when I finally decided to buy the game after all during a sale, I was blown away by the full experience.
It was not just that the demo could be better made, it would have to be considerably longer because at first you don’t seem to have almost any control over Batman’s fighting moves. It takes time to find out how it works.
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sadly the arkham asylum demo made my computer cry from the strain, simply letting me know that it wasn’t gonna run. sad times!
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Torchlight had a demo and was exactly why I bought the game. Not only but also the progress you made in the demo could be continued in the full game.
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I do most of my purchases basing on reading about the game, seeing some (gameplay) trailers and generally just knowing beforehand that it’s something I want. But for some games which I think looks interesting but need to try it, a demo is worth very much. There have been some games where after just playing a minute of the demo and seeing that I want it. Silly as heck and some games has only demos on consoles and not on PC, maybe they know the PC version is badly optimized or something and just don’t want to show that.
Speaking of demos, the Return to Castle Wolfenstein MP is probably the demo I’ve spent the most time with and also the one and only time I joined a clan (though didn’t last very long). That beach assault map was amazing… also flamethrower >:)
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Well, time for you to support indies who always provides demos, like myself. You can play any demos you want on my site.
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That link needs an ‘http://’ added to the front or it won’t work.
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Um… they do.
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Dating Farming Sim?
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Gaming must be the only media that now (for a large part) wants people to pay for something they have not sampled.
If I like the look of a book or magizine I can have quick flick through before buying (even ebooks provide a few pages as samples thorugh amazon etc.). You know what an album sounds like before you buy it.
The only borderline is movies, but at least the trailers are (supposed to be) actually bits of the movie, and the cost is smaller.
But they want me to pay £30 for an product that is inherenlty interactive but that I can’t to interact with prior to purchase. And of course return of purchase for games is not straightforward or even impossible.
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“But they want me to pay £30 for an product that is inherently interactive but that I can’t interact with prior to purchase.”
Hear, hear sir!
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very good point, how can you know you’ll enjoy it without trying? Even many of my friends who play consoles only will not buy games until there is some kind of demo to try on Live/PSN.
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One of the best demo experiences I ever had was a NOLF demo on a PC gamer disc. Not long after, I bought the game and loved it.
Another time I played a demo for Evil Genius. Thought the game was good from the demo, but after I bought it, I quickly stopped playing :X
I’d like demos to come back, but not simply for the ‘hands on” that I’m sure most of you clamor for; The cinema aspect of their marketing is yet another element of film that is taking gaming down a peg or two each and every release it seems. I just wish film and games would finally diverge.
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I’m waiting…. and waiting… and waiting for NOLF 1+2 to show up on GOG.
Great games.
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Oooh, yes please. I have a legit copy of NOLF2 and can’t get it to run on Windows 7. :(
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Yeah, NOLF demo was the bomb! Loved it to death and played it at least ten times – even years after the game itself was long gone from my harddrive, just from melancholia. Well put together too, and representing the final product fairly precisely.
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“I couldn’t buy a game based on promotion alone, and to be honest I probably couldn’t buy it on reviews alone.”
Doesn’t that rather put RPS out of a job, ignoring news?
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Hear hear! And not just in a selfish “I want to spend lots of hours playing free snippets of games” sort of way. People who rely on trailers instead of demos are silly. The sample should correspond to the product, like so:
Car shopping — *drive* the car
Game shopping — *play* demos
Movie shopping — *watch* trailers
Book shopping — *read* the jacket
Food shopping — *taste* a sample in the food court at the mall, sometimes circling back two or three times in various disguises
Pants shopping — *wear* the pants
To be sure you can mix up your advertising to provide, say, trailers for games or cars or teriyaki chicken. But you should never leave off the main bit of sample content that lets you *use* the product in the way it is meant to be used.
A game without a demo is like pants you can’t try on.
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I WILL SAY IT AGAIN
A GAME WITHOUT A DEMO IS LIKE PANTS YOU CANNOT TRY ON.
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Are videogames pants?
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Some videogames are.
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Reading the jacket is about the worst way of judging the book’s contents – it’s generally not even written by the same person, and will tell you more about how they’re trying to market the book than what it’s like. Like, say, a game trailer. Being allowed to look at a page or two inside might help, though.
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Yeah, most book jackets are horrible. When I wrote that I was thinking of the book jackets that simply give you a representative, non-spoilery excerpt of the book on them. Those are the best kind =)
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Superlative article. No sooner had I become aware that Mr. Meer once gave The Witcher 67% than does he expunge that mark upon his record with a piece both wistful and insightful.
There are few games I’m willing to spend money on without having played them first. The decline of demos (coupled with the rise of arcane DRM schemes making piracy less effortless than I’d like) means that I play and buy fewer games today than ever before. I don’t mind so much as it means more time for film, books, etc. but the industry is hardly doing itself any favours.
I’d certainly play a demo of Brink if it existed. RPS’ championing of the game has accomplished that much.
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Ok everyone what was your all time favourite demo?
For me it’s got to be Tony Hawks Pro Skater 2. I swear I spent so long on the airfield in Tony Hawks I could still draw you a map of it today. Never did manage to get a passing score though so even after playing the demo daily for about a year I still never reached the second map in the demo.
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Wake Island BF1942 demo. Large amounts of fun.
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I mentioned above the TFTD demo, which I spent a long time playing, trying to actually complete the mission (starting troops, starting weapons, Tasoths as the enemy with one capable of MC. It was hard). Due to some chronological confusion it led to me buying UFO:EU, which I played even more.
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Far Cry 1 had a magnificent demo. It was one of the best levels of the game, with tons of different routes to play through. The jungles and ocean were also unbelievably beautiful at the time. But the best thing was probably the LUA scripting that could be done in the demo, letting you mod it to start you off in a glider instead of an inflatable boat (I don’t think the glider appeared in the demo otherwise, so that made it even cooler when you modded it in), remove the map boundaries and enemies to make a sort of tourist mode, or tweak the vehicles in crazy ways to let you drive a jeep on the ocean floor and such. That was such a great demo, I probably had more hours of fun in that little sandbox than I did in the entire singleplayer campaign of CODBLOPS.
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Exactly – totally agree with you on the Far Cry 1 demo – the non-linearity and possibilities you could do were just amazing.
Other great demos I played at least 5 times: Heart of Darkness, NOLF, Jedi Knight 2: Jedi Outcast(! – brilliant, that was actually a completely special level with cleverly used voiceover from the full game – I think I played it 20times…)… Hell, how could I forget Diablo – I was scared shitless just playing those first two levels of the game…
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I remember the demo for Populous: The Beginning. I played it repeatedly. It even contained content that wasn’t in the full game.
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Funny, I was thinking about exactly this last night after reading the dirt 3 WIT. Couldnt find a demo, so I grabbed the dirt 2 demo… which doesnt reflect dirt 3, or so I presume.
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it’s closer than you think. The actual ‘feel’ of the driving is much the same in Dirt3 as it is in Dirt2, it just that 2 has much more obnoxious presentation.
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Aah I see. Unfortunately the demo seems to kick me to the BUY ME NOW PLZ!! page of Dirt 2 instead of actually starting the game. Unless offcourse I downloaded the Dirt 2 buying sim. They tend to get mixed up.
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A lot of games get demos on the console networks (XBL and PSN). In fact, apart from the really big name games like Call of Duty or Halo, most console games have pre-release demos. Sometimes these demos come to the PC too, but more often than not they don’t. This tells me that developers/publishers still understand the value of having a demo to promote their game.
So the question changes to – why do they still feel that releasing a PC version of the demo which they already put up on console networks is not worth it?
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I recall reading part of the reason games don’t get PC demos is due to fear of cracks. That pirates can use the demo to then hack the full game. Which is true, except the pirates already hack games within 2 days of release anyhow. So it’s a very weak excuse.
I don’t know what other reasons there are.. maybe something to do with how on the console you can get exact metrics of demos-> players of the full game.
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I think it’s a natural trend of promotional material to give less and less information about the actual product. Remember when they used to show excerpts of films on TV ? Now it’s only trailers.
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After reading the article and the comments, I can’t help but wonder what everyone thinks makes a good demo. Is it a fun game (C&C3, imo, had a really fun demo, more fun than the actual game), does it just end at the right time or is it the most representative of the full game (which you can’t know without buying and playing the game)?
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You know what had a demo recently? Just Cause 2. Played the hell out of that, over and over again. Then I bought the game as soon as it was out. That’s the best kind of marketing, surely – make a really good game*, then let people play a little bit so they want to play the rest? Easy.
* tactic assumes you have made a good game.
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As some have said, this is definitely a PC-only thing. I often google “[interesting new game] demo” and am initially excited by the first hits until I realize they are all about an Xbox Live demo.
:/
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there are several games where I’ve loved the demo but found that the final/full game has been disappointing.
Arma was one.. we co-op’ed the demo mission at work hundreds of times as it was ludicrously hard. The final game didnt even have that mission, and we had to resort to trying to recreate it with the ingame editor. it just wasnt as good, and the other missions felt poor in comparison.
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On Steam, of 1298 games 353 have demos. So demos are only 73% dead.
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How many of those are little games by little organizations? (just curious if you found out)
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My very scientific investigation reveals 197 games tagged “indie” of which 102 have demos. That’s 51% demofication rate.
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Aha! So for non-indie games, demos are 78% dead!
The horror :(
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Call of Duty is an easy example – the hype and sense of event around what it’s going to be, what’s going to happen would perhaps be deflated by a demo’s concrete proof that beneath the clamour it’s just another high-budget shooter very similar to the last one
Given CoD’s audience wants another high-budget shooter very similar to the last one, surely that would be good marketing.
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Crysis demo anyone? Many many people said that they didn’t bother with the full game after all the potential sandbox fun available just in one level.
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What about the streaming game services that offer demos of everything? Onlive allows you to play 30 minutes of any of the games on its service completely free. Gaikai does the same too, but with a more limited number of games as it’s not fully open to the public yet.
Surely that’s the future of games demos since it requires $0 investment from the developer.
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well it’s sad because i won’t buy a game before trying it. leaving me with the only other option besides demo.
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What’s that? Not buying the game, and spending your money on another kind of optional entertainment?
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hopefully i won’t have to spell it out for you and you figure it out on your own ^^
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Lack of a demo doesn’t justify piracy.
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I’m pretty sure Berzee had figured it out already XD
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What’s he taaaaalking about guys? Guys? GUYS!
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I can’t remember the last time I played a demo. Besides being time consuming, I could be playing the full version of a game I own, I don’t really feel the need, such good sources of information these days that by the time I buy the game I very confident that I will like it. As for technical reasons, games have patches demos don’t and the posted requirements let me no if I can play the game on my machine.
While I think demos are a good thing and should continue to exist, I personally don’t take advantage of it anymore.
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Quake 1 \Thief 2 \ Alpha Centauri – Best demos ever, I dont know how hours friends and I wasted on such gloriously limited games, usually released ahead of retail and resulted in more sales than any amount of paper advertising.
PC-Zone were sadly, the finest CD/DVD demos, by a long way;
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I liked the Thief 2 demo level a lot more than its final version in the actual game. They wanted to show off a little bit I guess and made it very free-form with tons of secrets to find. That was just great.
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Re: PC Gaming, I don’t download and play demos to see if I’ll like the game; I download them make sure the game will run on my machine. I remember being pleasantly surprised when the Bioshock demo ran slickly on my aging (at the time) PC. I hadn’t intended to purchase the game at release because I figured there was no way I could run it, but the demo changed my mind.
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This. I remember getting the BF2 demo to see how it would run on my Geforce 4 ti (or something like that, it was a while ago…). The game ran smoothly except for some graphics issues: Most textures were blank, and many objects were strangely rainbow coloured amongst other graphical artifacts and oddities. Regardless, I played that way for a month while saving up money for a new graphics card so I could buy and play the full game. Never would have happened without a demo.
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Remember several months ago when I asked you all if you remembered demos and you called me silly?
Now who’s silly? NOW WHO’S SILLY?!
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I find file size to be the biggest problem.
I remember the simpler times of PC Gamer, where 1 CD could provide you with dozens of games that would otherwise go unnoticed. Then DVDs became commonplace to match the increasing size of games and their subsequent demos – but what of now? Games have become gargantuan for better or worse – the few demos for that can fit onto a DVD nowadays are often frustratingly short; barely enough for one to gain a favourable impression of the game itself. Even downloads fail to alleviate the problem – I have had a 1.5mb connection for years, but to download a simple demo of a modern game requires me to spend hours, if not days of uninterrupted use just to get the damn thing (even worse if I decide to use the internet for something else and consume precious bandwidth).
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Sometimes I’ll buy a game based on hype or reviews, but generally only when I have experience with the game (most recently Portal 2 and Crysis 2). Sometimes I will buy a game based on reviews or word of mouth, but often if I’m unsure about it I’ll pirate it first.
Where I can I try to be ‘fair’ when pirating games – If I end up finishing it I’ll most probably buy it, and will definately buy it if I want to play the multiplayer.
@NunianVonFuch well said on the streaming game services, I’d not considered that! And like you say its great for developers, as long as they are not producing demos because of developer time and not because they are worried people won’t like it.
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I have difficulty seeing this as anything more than an utterly cynical move to separate customers from money regardless of quality of game, which is a diminishing returns activity.
Do not allow critical opinions of your game prior to release (Review embargo). Do not allow customers to try before they buy (No demo). Wheedle customers to buy with no real way of determining quality (Buy the pre-order and get an in-game moustache!). Keep their money in a death-grip (No refunds. Because PIRACY, that’s why.)
Customer plonks down money, and on release day is shipped a shiny turd. No refunds. Customer throws hands up in air dramatically and gives up on gaming and goes to live in a cave under a waterfall wrapped in buffalo hide.
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On the topic of Frozen Synapse, a demo is actually underway :) I guessed that it would be released with the game on Steam today, though there is no official word on that.
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Off the top of my head, a random list of some games I have bought in the last year or so mostly on the strength of their demos:
Just Cause 2
Batman: Arkham Asylum
Magicka
SpaceChem
Dirt 2
VVVVVV
Braid
Left 4 Dead 2 (demo was only out for a week, stupidly, but still)
I have also played countless other demos of games that I’m either not going to buy, or am waiting for a reasonable price drop.
Our medium involves the PLAYING of games, not watching gameplay trailers.
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It’s interesting you should say that, since the five of those eight games I’ve bought, I bought in ludicrous sales. I didn’t even play their demos.
I have played the demo of VVVVVV, but it’s still languishing in “been meaning to buy at some point” territory.
And then there was Dragon Age II, which I bought not because of the demo but in spite of the demo. I was one of those people who actually liked the game, but I hated the demo.
I’m not sure what point I’m trying to make here, since it sounds like I’m being very negative about demos, when in fact I’m overall rather positive about them.
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I liked the Dragon Age II demo, but only because it gave me a chance to peek under Bioware’s wrapping paper at the mechanics of the game that they desperately tried to hide with a stilted and incoherent demo.
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I still buy games on the strength of a demo, that had there been no demo I probably wouldn’t have considered buying. Batman: AA is one of those and more recently than that Divinity 2: DKS has been another. Oh and Enslaved on the 360, which generally is the sort of game I’d never usually contemplate buying, but the demo just blew away all my lackluster expectations for it and made it a purchase for me. For that reason I tend to download most demos and give them a go, even a good few of the indie ones, because you never really know whether you’re going to like something until you give it a try, and there’s always the odd few demo’s that take you by surprise and confound your expectations.
It can work the other way of course and there have been a good few games I thought were going to be a potential purchase until playing a demo that left me cold.
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I’ve bought Relentless (Twinsen’s “The First”) because of a very well crafted demo. The game lived up to it too.
And id software only is id software because of Shareware.
However, those were the 90th. Today, many people will buy games without playing, which hurts players way more than it does publishers and studios. Then again, I’m pretty sure most of the sucky games I believe would sell less if people got to play it would sell the same — the big market isn’t as intelligent as us, hardcore gamers. Most don’t even read reviews, just look at Metacritic or ask a friend. Which is probably why CoD still sells like it does.
Talking about hype, I’ve made few pre-buys in my life. Black & White and Witcher 2.
I haven’t started playing Witcher, but back in the day (2001, wasn’t it?) if I could, I would send B&W back. But it took me playing two weeks of the game to discover it was an exercise in frustration, a grand idea scaled down to fit a certain schedule and budget, so a demo wouldn’t have made a difference.
Tough subject, but all in all I hope demos do come back. They seem very present at consoles, for instance.
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My favourite demo was Lords of Chaos on Atari ST (came on a Zero coverdisc, iirc). Randomised loot and a random wizard to fight against each time made it supremely replayable. The demo also featured a map that was not included in the full game so it retained its interest even after release.
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Lords of Chaos! That was probably my favourite demo too. I only had the speccy version, but it had a similar replayability thing going on. I’d never played a game like that before, so I like to think that demo was heavily responsible for me ending up liking turn based strategy games as much as I do.
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Carmageddon was the best demo I ever played. Even the game wasn’t as good because it had fallen under the censor’s axe.
The lack of demos offered are reflected by my lack of purchases. I buy less because I try less.
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The Battlefield 1942 Wake Island demo sold that game to me more than any number of reviews could. I was addicted within a day, played the hell out of it for a good 2 months, then bought the game on release day.
Reading the reviews probably wouldn’t have convinced me, because they all focused on how gritty and immersive it was while completely missing how ludicrously FUN it was to play.
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I pretty much never play demos btw.
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Why ever not?
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I probably wouldn’t have bought SpaceChem this year had there not been a demo to try. There was, and I’m incredibly thankful for it: the game is amazing.
When I was far too young and penniless to afford games, my PS1 demo discs would tide me over between birthdays and Christmas. My friends, siblings and I were first exposed to the delight of Crash Team Racing this way.
I remember convincing my mother to buy me a PC gaming magazine around Christmastime one year.. It was some sort of round up-up of the best games of the year, or all-time or something. It included a demo disc with Age of Empires, Conflict: FreeSpace, Commandos: Behind Enemy Lines, Grand Theft Auto and a few more besides. I went on to buy/receive as presents those first 3, all of which I associate strongly with m’ childhood.
I miss demos.
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I miss my childhood. :(
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Demos in todays Modern day AAA environment just simply aren’t doable with significant risks.
Games these days are becoming some of the most complex pieces of code there is around, trying to then cut 1/20th of a games code and fit it into the constraints of what a demo is (A first level, a tutorial etc). is very expensive to implement.
It’s cost a devlopment team MUCH more to make a demo then release a trailer which chances are has been done by a 3rd party or by a different division within a company. Making a demo involves the whole product team having to divert their time to working on the full game to get a functional demo out available.
And then there are the negatives about releasing a demo. If the quality is poor (IE your demo contains a lot of bugs which they undoubtedly will because NO team will spend the amount of money to do enough testing to ensure a demo meets the requirements in quailtiy that a full game would.) you’ll be destroyed by the gaming community and no amount of promises and wishes will save your game.
If the quaility of the game ends up being different to the final release.
I played the Arma demo to death when it came out and was counting down to the full release. On full release i had crazy graphically and performance issues that weren’t present in the demo. Now surely that’s false advertisement if i play a demo with flawless performance and then find out for the real release it’s unplayable.
Demos will be more of a niche with smaller games that aren’t millions of code in depth and are much easier and cost effective at releasing.
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It’s hard to hack off bits of a game and make a demo at the last minute, sure. But if you design your game with modularity in mind from the beginning, it should be a simple matter of removing unneeded content files and tweaking some config files … but only if you were thinking of that when you designed the program architecture.
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“It’s not about promoting the game, about letting people establish whether or not they’re interested in the game, but instead it’s treated as a reward to be fought and paid for, a product in itself: the polar opposite of the traditional demo.”
My dad bought me a demo of Entombed on a single floppy, back when we had a 486. It cost 11£.
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Deus Ex: HR sure needs a demo for me to buy it before xmas or a complete edition (whichever comes later).
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Demos still exist, they’re just called torrents, and work the same way as before. Get it, try it, buy it if you like.
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It’s time for my obligatory mention of the brilliant Starlancer demo.
Oh and the equally excellent second Darwinia demo (the first one was a slice of out of context game and worked absolutely terribly).
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On the topic of the Halo: Reach demo, I think it has more to do with the game becoming available as a downloadable title, which is a pattern they’ve followed before. Release at retail, let it ride for a while, then make it available as a “Game on Demand”, at a discount, along with a demo so that you can try it out, then get the little “BUY ME NOW” button when you quit. Similarly, at launch, for a game like Reach, the diehards had the “Beta” or were buying it anyway; a demo as a calculated risk might discourage more otherwise likely buyers than it was to encourage those on the fence.
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Commander Keen.
Wolfenstein.
Doom.
Quake (Test.)
None of these would have been purchased were it not for their “Episode 1″.
(Not to mention Kingdom of Kroz and ZZT!)
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I want more demos, not just to see whether a game will be to my liking, but also to see if it works properly on my computer. For some games I find a demo to be necessary (although it’s relative since it depends on whether I think it has a chance not to be playable). Hence.. no demo, no purchase (in some cases).
For me that includes the Witcher 2 and Deus Ex HR at the moment.
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I used to have hundreds of demo floppies and cds back in the days of slow internet and gaming magazines being the only real news around. I miss demos as well.
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Ah yes, back in the days I spent weeks with the Return to Castle Wolfenstein multiplayer demo. Of course I bought the game when it came out.
Games like starcraft even had an unique mini campaign demo. It was even worth it for people who bought the game.
These days however my steam catalogue is so full of games that I don’t even have the time to play them all. Let alone play the demos.
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Sometimes it makes sense not to release a demo prior to the game’s release. I certainly wouldn’t have bought Homefront, or Star Wars: Battlefront, if those games had demos prior to release.
In other cases it’s weird that there isn’t a demo. Games like Brink and Bulletstorm would really benefit from a demo that highlighted their respective qualities, because they’re both good games for specific audiences. Bulletstorm is all the more curious, because it has a – good – Xbox 360 demo, but no PC version of that demo.
I still sometimes buy a game based on the demo. I wouldn’t have bought Just Cause 2 or Shogun 2: Total War if it weren’t for their respective demos. Similarly I might have waited a little on Dragon Age 2 or Mafia 2 if it weren’t for their pre-release demos. (yes, despite the popular hate for Dragon Age 2, its demo did convince me that it wasn’t as bad as I had anticipated, and as a result I rather enjoyed the full game, which got a lot better towards the end)
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Battlefront did have a demo, I think it was originally meant to have come with the Star Wars DVD boxset but was available on the net too. In fact, I think I downloaded it before I got it with the DVDs. Wish I’d tried a demo of Battlefront II because I hated it in comparison with the original.
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My shining moments of demo nostalgia include:
1) RollerCoaster Tycoon. I was ADDICTED to this demo as if it were a real game. It was unbelievably amazing despite the no-save limit, only 3 scenarios to choose from and a hard-coded 1-hour playing limit. Pretty restrictive for a demo back in the day, but the game was that good that I kept coming back over and over again.
2) Age of Empires demo. Had the entirety of the Egypt tutorial campaign (which was like 2 hours long total) and was surprisingly robust. Again, I kept playing this little bugger until I got the full version and wholee shit. Got seriously excited when I first heard the first song of the soundtrack of the full game, especially considering the fact that the demo only had tingy MIDI songs.
3) 3D Movie Maker. Anyone remember this game? Not really a “game” so much as it was a “OMG IT’S THREE DEE!!”. Framerate was horrible and choices were limited even in the full version but man oh man did I spend hours making movies over and over and over. Couldn’t save them but unlike RCT the game didn’t kick you out after a while, so you could tinker away at your movie until the end of time.
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I can’t say as I miss demos. A tiny snippet of gameplay that may not show the parts I was interested in to begin with, now often as big as the game itself, with no progress carryover? Not useful to me. I’ve a computer that will run any game you care to name just fine, even if I won’t necessarily be able to run it maxed out, and I get a sufficient idea of whether I’m interested from developer pedigree, prerelease information, and word of mouth to lay down a preorder (usually not). And if I don’t preorder it? Well then there’s -plenty- of time to get word of mouth and review information to gauge my ideal price point and plenty of sales to pick up marginal items at dirt cheap prices. There are so many games on my backlog it’s not like I’m hurting for things to play.
Also, game rental works far better than any demo, something which alas is not available for PC games (though piracy can be made to function much the same way if one can resist the lure of simply sticking with the pirate copy when one has made one’s decision).
The one place where I really agree a demo is needed is the MMO genre. I cannot be expected to shell out $50-60 plus an ongoing monthly fee just to see if I’m going to like an MMO enough to make the necessary time commitment to really get the most out of it. Yet somehow each new MMO still gets away with months and months without a free trial of any kind.
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How would that work, though? Surely most of the interest in an MMO has to do with the player base rather than the bare mechanics? (NB playing Shades in the 1980s is as close as I’ve come to an MMO, so I could be wildly mistaken here)
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Screw demos. I want to receive games in my cereal boxes.
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Nice article, Alec. I think you may have hit the nail on the head with your paragraph about demos undermining marketing campaigns. It’s got to the point where they’re not quite selling us games, they’re selling us dreams. That probably sounds overblown, but I reckon it’s just the way games marketing has evolved to catch up with all sorts of other forms of marketing. Lynx aren’t selling me deodorant, they’re selling me sex appeal. Cleaning spray manufacturers are selling a clean, ordered, sparkling lifestyle. Games publishers are also selling us a bit more than they can deliver, not just because the games are shit but because they’re really only games. If we played a demo, there’s a risk we’d snap out of our trance and realise that, before handing over our money.
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RuneScape has a pretty good demo. Yes, I know it’s more a F2P game, but the free game has a large amount of content. Of course the P2P game has many times more content, but that provides a great incentive and other benefits which are really useful.
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Bitmap Brothers “Z” was a good demo. It was full of fitlhy swearing which wasn’t in the full version. A quick copy of the sound files from the demo fixed that. The Carmageddon demo allowed a fix of the censored gore until the offical patch was released.
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I don’t remember the BioShock demo being accompanied by a “happy frenzy”. I remember 2K announcing a “surprise” which ended up being the release of an Xbox 360 demo with no mention of that other platform the game was supposed to come out on. And when people asked them about the PC demo they would refuse to respond, lock threads, and generally act surprised that PC gamers were expecting to be included. I think they eventually announced that the PC demo was coming “later” at an unspecified date, which ended up being the day before the game came out. It was a pretty shitty thing, and set it the tone for the past few years of PC content being either the lowest priority, or arbitrarily excluded/delayed.
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Piracy has risen.
Demos have declined.
Correlation? I think so.
Does this mean I think it’s OK to pirate a game “just to try it out”? No, but it tells us that people (other people; mean, nasty people…. hiss) are doing it anyway.
Bringing back the demo is something that game developers can do to drive down money lost through piracy, as opposed to the current practice of gnashing their teeth and inventing new ways to make us endure flagellation at the hands of the dreaded Digital Rights Monster.
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Remember the Deus Ex: Invisible War demo?
Reaction to that really put a dampener on what was a highly anticipated title. There were defenders of the game seriously claiming that the demo must be based on a year old beta build, and was not representative of the current state of the game.
That’s the first example I can think of where dev’s might have started thinking that releasing demos was not a good idea.
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Sounds more like releasing badly done demos is a bad idea.
What’s wrong with e.g. just giving people the first 30-60 minutes of 1:1 real game gameplay as a demo?
Okay, maybe games like COD or Homefront that only HAVE 240 minutes will have a problem then, but that’s their issue..as for others like MOO like games or Civ, simply make it the first 100 turns as has been done before.
Unaltered, actual game experience, just limited enough to not be the full game, but long enough to kick in the addiction. That’s how you do demos.
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That’s basically what the DX:IW demo was (though it started about an hour in). Apart from one or two weapon changes and some locked doors, it was straight from the release version.
The issue is the game was very disappointing to lots of people, and the demo let them know about that early. Lots of people who would have been day 1 purchasers changed their minds. Without the demo, they would have bought it and THEN been disappointed.
Understandable if afterwards the devs wished they’d just never done it.
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Yes, demos are good. But then again, when we were kids in the 90s, there was nothing anywhere near as monumentally convenient and accessible as typing “[game of your choice] gameplay” into youtube. So I’m not going to lose sleep if the demo dies.
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More pro-piracy arguments for many I guess, as others already pointed out.
No idea why the devs/publishers are getting more and more messed up in a field that used to live and thrive on magazine demo CDs, shareware, trialware, time limit demo etc.
Shooped screens of a game that in motion looks 9000 times worse are not exactly a reliable source of gameplay estimation, and as for reviews, well, let’s just point to the Kane&Lynch fiasco.
I’d sooner put the 50 EUR into gambling money for online poker than hope something that looks and sounds pretty in theory is hopefully also enjoyable to ME, personally, once I purchased it.
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I actually really, really like the OnLive approach with time limited 1 hour trials. I know they don’t have the biggest game catalog out there, but it’s great to be able to play through the first hour of something and see if it’s worth shelling out the cash for. I’ve kind of been using this as my “demo” fix recently.
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I have to say the most epic time I have had with a demo was the Age of Empires 2 demo. I played this shit out of this thing. I remember downloading the 50mb demo over dial up and playing on the MSN Network. There were usually about 60~ game lobbies available, even when the full game was out. The most fun was in the multiplayer, where you were limited to only doing random map games but you could glitch the drop down box to select deathmatch and when you got in the game you were stuck in a map with nothing in it but grass. It was usually 2vs2 and the two people on the team would build markets and trade for gold to buy the resources they needed. Epic fun times until Microsoft patched it and ended the deathmatch games and I got the full version for my birthday (I was 12).
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The new demo: Piracy of the full game. Just sayin
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All I have to say is QFT. Quite a few games owned because of demos, including ALL the ones mentioned in this article that had demos.
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Good games’ sales are helped by demos. Bad games’ sales are hurt by them. That’s all you need to know about why demos are disappearing.
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Does anyone else remember when you could play part of a game at your friendly local games store? This seems like a sensible, piracy-proof idea to me, although of course it’s a bit of an expense to the shop owner. I don’t know why I haven’t seen it recently, but on the other hand maybe I’m just unlucky and it’s thriving elsewhere.
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