With the recent news that Killzone 2's demo would be an exclusive bonus when one preordered the full game through Gamestop, there has been much talk about the wisdom of such a move, and whether or not it's the correct way to use a demo.
We're seeing demos being used more and more as incentives and treats in lieu of real bonuses and giveaways, which not only ensures that customers don't really get anything cool and worthwhile for their money, but seems to completely negate the point of a demo.
Luckily, a feature written on the Internet is sure to change minds!
The first videogame "demos" came about in the early nineties, with the rise of something called "shareware." Shareware games acted pretty much like the demos we know of today, although they tended to be a little more substantial and could be upgraded to full versions, making them technically different to what demos would become. For instance, the shareware version of id Software's Doom was the entire first chapter of the game. It was pretty common practice at the time.
Shareware games were basically free, although there was often a minimal fee just for the distribution and packaging. Rows of absurdly cheap floppy discs were a common sight back in "them days," and they also found their ways into the boxes of full games by the same publisher, or flogged off for a quid by some arsehole car boot salesman at a school bizarre. Not that I bought Doom that way as a kid or anything.
Eventually, demos became a bit too big for floppies, and in the mid-nineties, shareware gave way to the first proper demos. They most often appeared on CDs stuck to the front of magazines, could be downloaded on the Internet, or sometimes cropped up as exclusive site content.
In one way, it could be argued that demos have never really been fully free, since you often had to buy something to get at them. In fact, despite magazines claiming they were "free" gifts, magazines with CDs on the cover were significantly more expensive than the same magazines that offered floppy discs -- something that I noted with great outrage when comparing them in a newsagent once. However, the main difference between demos of previous generations and demos of today is a single, yet large element -- availability.
A demo is a promotional tool, one that is supposed to give gamers a taste of what they could have if they pony up the dough for the full version. When gaming magazines were far more popular, it was reasonable to assume that packing your demo onto the latest copy of Games Master or Official PlayStation Magazine would ensure that your hot title would find its way into the hands of a huge portion of the gaming public.
If you are confident in your game and want to sell people on its purchase, a demo is a good idea. It has been said that trailers have been recognized as far more useful marketing tools, and I wouldn't debate that. After all, if your game is terrible, it's a lot easier to make it look good with a trailer than play well with a demo. Some demos have quite rightly turned people off of buying the full product, because they were awful. By contrast, some demos have sold people because they were spectacular. A well-made demo can be more convincing than a trailer; it's just that trailers are easier to make, and they allow bad titles to appear far better. That's why publishers favor them.
This generation, where digital distribution has become more common than ever, demos have certainly not been abandoned. In fact, it's now easier than ever to try before you buy, since you just download to a console's hard drive from the convenience of your seat. However, despite opening up the demo to even more people and making sure that the maximum number of potential consumers can see their big title, it seems that platform holders are completely misusing what they have, trying to turn demos into something more, but in actuality making them far less than what they were.
Take, for example, the latest fiasco with Killzone 2: in the United States, Sony has ordained that in order to play the demo for its upcoming PS3 exclusive, you have to pre-order the game, something that seems completely counter-intuitive. If the conventional idea of a demo is to try a game to see if you'll like it, offering the trial only to people who have already decided to buy the game seems like a complete waste of software.
In any case, it's certainly no real reward, but here's where consumers get a little bit of the blame as well. Rather than realize that getting to try out a game shouldn't be an exclusive treat, it seems gamers these days will do anything to be "first." In their obsession with being the first person on an Internet message board to say "I played this," gamers have basically allowed demos to be dressed up as treats, special privileges, rather than an opportunity for more discerning individuals to sample a game before dropping the weighty sixty dollars.
Sony has justified its decision by claiming that it shows "confidence" in the game's success, that it doesn't particularly need to use a demo to sell people on the game. Personally, I think that offering a sample to people who already want to buy the game shows the exact opposite. A truly confident publisher would surely have the stones to allow everyone to judge the game, not preach to the converted.
To be fair to Sony, the demo will be available to all a day before the game's release, but that's not really wise, either. If the game manages to convert a wide number of people who weren't sold on the game, they then have to pull an extra $60 out of their arse in a day. While gamers are an impulsive lot, it's quite reasonable to assume that launch day purchases could be higher if gamers were allowed longer to invest.
Sony's approach is unconventional for sure, but Microsoft's is slightly more insulting. With the Xbox 360, demos are being used as incentives to subscribe to Xbox Live Gold, a paid service that basically does what the PSN does for free, but benefits from being more established and widely available. Xbox Live Silver members get almost nothing but the chance to see what their friends are playing online. They also get to play demos ... after a while.
See, rather than demos being available to all Xbox Live members at once, Gold subscribers get them first. Silver members have to wait until such time as MS deems them worthy. Of course, if these gamers aren't willing to pay a fee to play games online, it's reasonable to assume that they are more prudent and/or cheap with their money. Surely these are the people publishers should be trying to reach out to first, not last.
However, Microsoft believes you catch flies with vinegar and not honey, and rather than use Xbox Live Gold to offer more features, they have simply taken features away from Silver members. Not only is it a misuse of demos, but it's a slap in the face to Gold subscribers just as much as Silver ones. After all, offering a free demo as an incentive to subscribe for a paid service is a bit of a joke.
Sony has caught onto this little scam, and established Qore, a subscribed downloadable show that offers exclusive themes, footage and, of course, demos. The F.E.A.R. 2 demo will be a Qore exclusive, and once again offers something that should be free as part of a paid package. It's kind of like the CD on the magazine cover, except ten years ago that was the best way for publishers to get their demos out there. It's not ten years ago, and there are better ways of doing it than emulating such outdated practices.
Demos really ought to have become a standard in this day and age, especially with so many bad games trying to con money out of you. With videogames becoming more expensive and sloppy, and rushed development becoming worryingly more widespread, it's almost a shame that demos aren't mandatory and available to all interested consumers. That's never going to happen because publishers would be terrified to show you just how bad some of their games are before getting your sixty bucks in hand. However, in the case of good games with good demos, I only see publishers cutting off their noses to spite their faces.
Going back to Killzone 2, the game has had some glowing reviews, and word from the now-finished beta was that the game truly delivered. This is something Sony should really be showing off to as many people as possible, but it seems content to exploit rather dim-witted gamers and their obsession with being "first."
Demos are being used counter-intuitively, and it's likely something that will continue, since it's easier to sell a game by saying, "Be part of our exclusive little club," than actually letting a game speak for itself.
On that note, not letting a game speak for itself doesn't say that a publisher is confident, merely that the publisher is afraid of what the game would say.
Us poor kids loved a good demo or two.
They should send out demos to xbox gamers :P
Pretty much nailed it i think Jim, though it just seems like more backwards marketing from Sony.
It's also part of the reason I've bought about 1/5 as many games since that policy was instated.
The XBLA games have it right, and they are essentially shareware in some regards. XNA games ARE shareware practically, because you can unlock the game midlevel and then continue on without losing anything.
I agree about the MGS demo.
So much truth in that statement. The first thing I thought of while reading this article was another article back in October or November where CliffyB said Epic wouldn't release a demo or beta for Gears of War 2. I still wonder how many people would have bought the game at launch if they knew the multiplayer was going to have so many issues.
I think the last game that I bought based on the demo was DMC4 and it was exactly what a demo should have been. It gave me a basic feel for what the game would be like and I had no problem buying the game after playing it. I am hoping the upcoming FEAR 2 demo does the same. Nonetheless, it really is a shame that demos aren't mandatory.
again, like you said, I feel that the way demos are abused these days is chicken shit of developers. Scared that once we actually play the game they have been force feeding us bullshit about, we will realize that the game sucks.
I have been playing the skate 2 demo all week!
Yeah, bloody good point.. But, i dont think its the lack of demos for those games thats the problem. its the abuse of existing demos that is the problem.
Come to think of It so was the MS2 one that came with ZOE...even If It was a little misleading...
Call me nostalgic, but it used to mean I didn't have to pay for something in order to have it, use it, try it out, whatever. No strings attached.
Now, however, it means "give us some money and we'll let you in since we're just such great fuckin' guys."
This isn't isolated to games either. I blame marketers.
demos are so far from the finished product it almost makes you no longer want to get the game once youve tried the demo.
i could do without demos altogether unless its a demo of a psn or xbla games.
Indeed, there's the Lego: Batman case. Being a HUGE comic geek, I downloaded the demo to see if the game was actually good. Well, let's just say I am 60 bucks richer (or not poorer).
And then there's the BioShock case. I had already played part of it when it was new over at a friend's, I already knew by heart the game was more than worth my while; yet I still got the demo and I appreciated certain aspects of it. Being a great game does not a great demo make, necessarilly; but in this case the demo was great for a single reason: instead of just slicing the first 15 minutes of gameplay, it tried to summarize the experience by letting you try more plasmids and weapones than those available in the actual location you´re in. And its also the kinda case when you download a demo to a game you already know you are going to buy.
Yet, Dead Space was the opposite. I played part of the complete game with a friend and loved it even when nothing was happening; yet I hated the demo. More than a demo, it was a tour built around a gameplay mechanic; which goes both ways. Its like building the God of War demo around only quick-time events: yes, they are sweet to watch and quick to play, but there's more to the game than that.
Demos should be more of a summary instead of a gimmick; and still goes both ways but in a more direct way: either the game is bad, or its good. Rentals are other side of the coin: sometimes you rent a game to see if its worth it, but if the game is really good albeit too short, then you already finished it, never bought it, but reaped its rewards.
Publisher-wise, its better to release a summary demo that portrays the AVERAGE (not the best, in which case the game will never be any better than the demo) ambiance of the game, than risking your consumers to rent it and never buy it.
A demo is a gamer's right, not a publisher's privilege.
Yes, but it only worked because the game itself was excellent. It was only a small slice of a good game. The demo, in and of itself, didn't really do anything right or wrong, per se. Basically, in most cases, if you want a demo to be good, just make the game itself good.
with the absence of free demos, then it becomes harder for me to really decide, and I hate indecision. ah well.
Although if I were a publisher, looking at it from a purely financial view, I wouldn't even release a demo period since games with demos have a trend of not selling as well.
Anyway, bitch bitch bitch wah wah wah cuz I don't get to play a demo.
I think the best demo I ever played was of Max Payne because I'd never played anything like it...and it gave you a LOT of the game...it was the perfect amount to make me desperate to buy it.
So I did.
Other great demos were the MGS ones...especially the MGS2 demo which was the only reason I bought Zone of the Enders (which I ended up liking a lot).
That demo was awesome and you could use cheats on it to make it even more crazy fun.
{ Citizen Erased }
"A demo is a gamer's right, not a publisher's privilege."
brilliant!
*Looks at other 26[+] comments above, exclaims turgid blasphemies and such*
I miss the demo disks which once came with Official Playstation Magazine. Those were something I waited on each month with bated breath. I bought a lot of games based solely on those sneak previews.
I'm thinking that every game put out today could use a network-based demo. The sales would definitely see some kind of increase...unless the game's just freaking horrible. Just exposing a gamer to the game's virtual environment or story is enough in some cases to get someone hooked [I'm looking at you, Deception 3].
poop...
yea i said it
On a side note, I love trial versions of all XBLA games....at least MS did that right. Being able to play Castle Crashers convinved me topay $15 for a download....and I never thought I'd ever pay that much forsomething without a cd and case.
Also my wife and I have been enjoying the Puzzle Fighter Demo nightly for the past couple of weeks....it's pretty much a whole game minus being able to choose which character you are....which isn't a big deal anyway because I'd only want to be Ken or Ryu anyway.
I'm also happy that more games areputting out online multiplayer demos....like just recently Skate 2 and LOTR.
There's really no witty insight to this, I just wanted an outlet to bitch about the sneakiness of these bastards hiding a shite game behind an impressive demo and hoping that even if I can stop 1 person from buying this "game" I'll have done my job.
Good read, Jim.
You can just put the $5 or $10 down and still get the demo. And if it sucks, then just cancel the pre-order and get something else with it.
the next step would be sponsored gaming or ingame advertisements. you could play the whole game or a part of it and pay to get rid of the adds.
2. Play demo
3. If its good, keep pre-order, otherwise cancel and get money back
4. ????
5.PROFIT!!!
The game looks great so far, but it doesn't deserve any respect until it's played. Killzone 1 didn't exactly scream with 10s, 9s, or even 8s.
So, what is the point here. I think like most of you that demo is really a greate way to bring some gamers on the game hype. But earning money just from playing demo is so fkd up that i can't even comprehend it. I think that every one would earn more for giving out a good free demo. Yhe. Something like that.
And I rememebered Total Annihilation demo. I was the best thing ever. I had to beg parents for 4 months to give me money for the game - and for the whole 4 months I was playing the damn demo, and it was fun fun fun.
I really liked your point about Microsoft's inability to realise it should be reaching out to Silver members, those on the fringes of gaming, but I disagree that demos should be mandatory.
I, personally, often prefer having to wait for a game's release date to play it. I like the mystery, the build up and then the day I get my hands on it. I know that I wouldn't have to play a demo but, well, I probably wouldn't be able to resist. Also, certain developers may prefer to build an atmosphere and an image for their game and, for the sake of their own artistic integrity, should be able to hold it back.
Just thought also that if the games industry would like to build a reputation like the movie industry and art, it would do well to allow individuality and the ability to stop people shooting their work down before it has been fully aired.
Great write-up Jim.