First things first, I'm new to this community, I tried the search and I didn't find anything about this but I wanted to hear some impressions anyway. Here's the thing. More than ten years ago, when I was playing games there was one thing about pc games that I always liked. A fresh new game magazine with the latest demo version of upcoming games. These demos really helped me back then to decide what game to buy. They sparked my interest in games I would not have bought otherwise. With the internet rising I thought that it would become common to receive them from companies directly instead of waiting for a new magazine. But unfortunately most companies stopped providing demo versions or they released them way after the game was out. When I got my iPhone I was pleased to see some free versions of games from several companies, but this isn't common. Most of the games that I'm interested in don't have a demo version I can pick up for free. So I just don't buy them. Have you perceived a change on this topic? Do you think there will be more free versions for us that allow us to try before we buy in the future? Or do you think games are so affordable now that we shouldn't bother paying for a game we won't play?
Yeah that's something I have also been thinking about recently. It seems like some indie developers are maybe less confident about their games? Either that or they're too confident and therefore don't feel the need to put out a demo. Anyway, quite a few games I've bought on my PS3 were games that I wouldn't have bought if it hadn't been for the demo. I usually download any free demos that interest me in the slightest, and often I'll end up enjoying a game that I didn't expect to enjoy. Of course some demos are terrible, but they are nearly always games which I had no intention of buying in the first place. I think that the reason a lot of developers don't release demos for iOS games is because the games are generally very cheap. Also there is the hassle of making a demo version and getting it through the approval process along with the full version. And sometimes it can be hard to get the right amount of content into a demo, too little and the player might be putt off. Too much content and the player might decide to keep playing the demo and not bother buying the full version. I know when I was younger and didn't have much money, I would download PC demos and play them over and over instead of actually buying the full game
YouTube and the ability to watch videos simply, heralded some of the decline in game demos. I mean a good demo is going to give you an idea of how the game plays and what you're going to be able to do in it? Demos were big at a time when people still mainly used print media for their news, so the idea was to see something in action instead of just the pictures of it. Now you can announce a game and show off a gameplay trailer and everyone will get the general idea. Also check out a new release thread, within an hour someone will have a gameplay video up of the first twenty minutes of the game, there's your demo. I too used to just replay demo after demo back on the old PS2, I remember Jak and Daxter used to have a good one, and who could forget the MGS2 one that came with ZOE.
what about 20 years ago when they were giving out full episodes of games. Wolfenstein3d, Duke3d, Doom, etc. etc. etc. - all had 9-10 level demos that at the time amounted to tons of gameplay. Now you get game demos and it's like they hold your hand for 15 minutes then expect you to buy the game. Interestingly when I was a PC Gamer I played through many and many shareware/demo titles - on the iOS though I rarely if ever download a demo.
Games being cheap might be one reason, yeah. I've heard that many times. As for the gameplay trailers. I don't think that gives you a feeling for the game. Compare it to movie trailers, you know how misleading they can be. And they already address all senses involved in watching a movie. Gameplay trailers are nice but I don't get the feeling since the controls are missing. Many games today are shiny graphics and that's how they sell it in trailers. But a game is more than visuals and a nice soundtrack. It's the controls (and the story if there is any) that matter as well. The controls allow the player to immerse into the game world since they are the player's interface to interact with it. If the controls suck that just doesn't work. If the story sucks the player stops playing it. BUT it is bought, so at least the company is satisfied. And don't say a game review can give you the information you need. I've seen reviewers rage over games I enjoyed. For PC gamers there's also one other thing that demos can do. Show you whether you will actually be able to play the game with your current hardware. I admit playing some of the demos for quite a while rather than buying the full version. But that's mostly because the full versions were not available or as a kid I couldn't afford them (that's where the cheap apps succeed). One demo I did play for a long time even though I could get the full version: Diablo. Really, how can a gaming company put out a demo with a randomly generated dungeon with randomly generated loot. That demo had a taste of "casual game for a short break".
Shareware was such a great business model back in the day. I remember back then, I would go to the local supermarket and pick up shareware compilation disks for $1.99 to $2.99 a piece. I would spend hours playing the Doom and Duke 3D shareware versions. I bought quite a few DOS games that I would never consider buying otherwise because of this. The only iOS game I can think of that is similar to this is Shantae: Risky's Revenge, which you could download part of the game for free and unlock the rest through IAP. Not a bad way at all to give players a chance to try before they buy , I suppose. And it saves you the trouble of downloading a demo and then the full game later. But people did still complain anyway, and Wayforward released a full stand alone version. I guess the additional development time and the maintenance needed can be a bit of a turn off for most developers these days. Which is the reason why we don't see more demo's. I guess outside of some of the larger ticket item games, you just don't see many.
Well it's additional development time but isn't it also marketing? For an Open World game I can totally understand that there's no demo available, too much would have to be done to limit the demo somehow. But with level-based games it shouldn't be that hard to do, it's easy to scale. Here's a real world example: I don't get why there isn't a free Plants vs. Zombies app with just a few levels. I would have loved trying it out on my iPhone. Instead I played it on my pc, totally different experience. I decided not to buy it despite recommendations from friends based on that experience. I would still not have gotten it hadn't I played it on a friend's phone. Wouldn't a demo have helped here? Especially for small publishers it would be easier to reach people, wouldn't it? I'd really love to hear someone with development experience on that point. Maybe that'll give some insight. The approach of unlocking the full version within a free version is nice and all but I can understand the bad feelings people get with that. If you only need a code to unlock you are frustrated that you already have to download the full game. It feels like a waste of space on your device and you don't get the feeling of really getting something when buying the game. A separate download helps with that.
i've always hated demos and "lites". just the feeling of being restricted steals away probably 90% of my game enjoyment. i never download demos. if i am on the fence regarding a particular title i just do some market research check the reviews and decide by that.
I actually use lites and free demos often. Was on the fence of buying Archibald's Adventure, bought the lite and fell in love, bought full instantly!
I agree if they are restricted in a way that impacts on gameplay. Such as "you can't use this in the demo version". That's a bad limitation, it shows you the possibility and rubs it in your face that you are not able to take it. It doesn't have to be that way though. Market research and reviews can guide you, I agree. But think about who influences their outcome. You can easily boost good reviews with a good marketing campaign. Reviews take a place similar to recommendations for me. In the end only one opinion matters on a game, my own. I personally don't like being biased by someone else's opinion and I try to give everything a shot that piques my interest. I downloaded the Star Wars Arcade Falcon Gunner game. It is done nicely, but it is only fun to me when played in AR mode (no starfield background, instead it's what the camera sees). Using AR mode when you're in public will make you look like you escaped an asylum. And ut gets boring when you only can chase Tie Fighters in your own room. Something the demo could have helped me find out. The game sold itself solely on the franchise. Angry Birds isn't my kind of game, the free version helped me find that out. Judging from the reviews I would have bought it. A surprise purchase I recently made was Hungry Turtle. They have a free version and after that I went straight for the full version. Judging from the images it looked nice but wouldn't have triggered a purchase. The demo sold it to me. It is a fairly new game so not many reviews out yet. And a game trailer wouldn't have sold it to me because most of the action happens off screen, inside your mind.
Im sorry but why would you watch a trailer in order to decide whether you want a game or not. Trailer are usually just cinematics showing the story or cutscenes or something. You watch Lets plays and people playing them to decide.
It depends on the platform you are talking about. For the platforms we develop on (Mobile) the vast majority of our apps are around the 99 cent range - The price of a McDouble in the US. The added time it would take to develop a small demo wouldn't be worth the added time/effort in that case since the cost of the game is so low to being with. Can't really speak to other platforms. However, with out first iOS game, we experimented with having the game free to download. Essentially, a demo of the game even before you took the entire plunge. It included 8 levels to give a taste of what the game was like. After the levels, then a message would come saying something along the lines of "Hope you enjoyed the game, if you want to keep playing unlock the rest of the game through this in-app purchase." We thought it was something along the same lines as the demos and shareware stuff you used to get from PC/Mac Magazines. People didn't like it and some of the feedback reflected it. We changed things soon after. Others really hit the nail on the head with the YouTube videos (Let's play, gameplay impressions and others) being easily accessible as well as game coverage well before the release of the game on places like TouchArcade. Anyway, I'm sure others might have differing experiences but that's what I know about demos and such.
One of the best things about in OnLive is the ability to play 30 min demos of pretty much every game on their roster. It was great to confirm that Duke Nukem was, indeed, a terrible game, while the demo put Saint's Row 3 in my radar in a way that videos and reviews has not. I agree that demos don't make much sense for .99 games, but on $40+ PC games they're almost a requirement for me these days.