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Peter Molyneux hates demos

7:00 PM on 09.29.2009   |   Jim Sterling

Peter Molyneux hates demos photo

For many of us, demos are an important part of the consumer process, allowing us to try a videogame out and see if it sucks before we buy it. Sometimes they're misleading and sometimes -- such as in the case of Turning Point: Fall of Liberty -- they are crucial lifesavers. Regardless of their merits, however, Microsoft Game Studios honcho and talkative designer Peter Molyneux hates their stinking guts.

"I hate demos. I think demos are the death knell of experiences," raged the Fable creator, possibly after throwing a brandy glass into a fire. "Over the years I’ve done demos and they’ve either completely ruined the game, given too much to the player, or they’ve confused people, so I said that we should give away the very first 45 minutes of the game, completely free."

Let it not be said that Mr. Molyneux isn't a man with solutions, but what do you think of his idea? Is a ten minute demo enough to judge a game, or should we indeed get a significant amount of time with the full game, free of charge? It's definitely worth considering, although I doubt publishers would want to give that much gameplay away for nothing.








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Jim Sterling serves as reviews editor for Destructoid.com, head of the Podtoid podcast, and produces a number of news stories, original features, one-of-a-kind videos. With his passionate argumentative style, controversial opinions, harsh delivery, and dedication to brutal honesty Sterling is a name that you can't help but recognize. Likes PS2, iPod Touch, Silent Hill 2, Metal Gear Solid, Dynasty Warriors 3 Meet the rest of the team



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48 comments | showing # 1 to 48
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mabman's Avatar - Comment posted on 09/29/2009 19:03
mabman
I hate Mr. Molyneux's bullshit promises dating all the way back to Black and White
10BobMarleys's Avatar - Comment posted on 09/29/2009 19:03
10BobMarleys
Molynuex hates demos because Moluneux likes to build unrealistic hype behind his games, and demos have a way of spoiling it.
Infinite Combo's Avatar - Comment posted on 09/29/2009 19:05
Infinite Combo
If the game is good then the developer should feel comfortable with a 45 minute demo that potential customers can play for free. Longer demos may be necessary if the future is digital distribution.
Jordan Devore's Avatar - Comment posted on 09/29/2009 19:05
Jordan Devore
Best picture I've seen all week.
Sanious's Avatar - Comment posted on 09/29/2009 19:08
Sanious
I think demos are fine the way they are, I don't see how they've 'completely ruined games'. Either a company does a good demo for their game or they don't.
Airbr1dge's Avatar - Comment posted on 09/29/2009 19:09
Airbr1dge
Really? Really!?! Demos help tell if a game is good or bad. Saying he hates demo is like saying he's afraid people will think it's bad and not buy it. On top of that a demo doesn't have to be the first 45 or 2 minutes of gameplay. It could just be the tutorial. Or an endless room of enemys.
CitizenErased's Avatar - Comment posted on 09/29/2009 19:12
CitizenErased
I remember the Metal Gear Solid 2 demo that I played that came free with the Official UK Playstation 2 Magazine...that was most of the Tanker section of the game I think.
That was a demo and yet it's pretty much exactly what Molyneux's talking about.
He's not really being very original or revolutionary.
BattyAdroit's Avatar - Comment posted on 09/29/2009 19:12
BattyAdroit
"possibly after throwing a brandy glass into a fire"

This made me lol.
Xzyliac's Avatar - Comment posted on 09/29/2009 19:15
Xzyliac
I'm officially adding Molyneux next to PSPgo on my Nazi Blacklist.
ikiryou's Avatar - Comment posted on 09/29/2009 19:16
ikiryou
@artha14 ...he's afraid people will think it's bad and not buy it...

You hit it dead on the head. An example of two recent demos which did it right (IMO) are Batman: Arkham Asylum and Lost Planet 2. They both did what any good demo should do: they left me wanting more of what they had to offer.
gamadaya's Avatar - Comment posted on 09/29/2009 19:18
gamadaya
At first I thought "shut up douche", but then he said that he wanted 45 min free. That's honestly fine too (for offline games), as long as you can show the player what the game is like.
Daxelman's Avatar - Comment posted on 09/29/2009 19:27
Daxelman
45 Minuets is plenty of time to decided whether or not I want to buy a game.

If developers can do that, then it would be awesome.
Holyetheline's Avatar - Comment posted on 09/29/2009 19:27
Holyetheline
I'm actually not a big fan of demo's either, but i will try them from time to time.
Xzyliac's Avatar - Comment posted on 09/29/2009 19:29
Xzyliac
I wanna specify why I disagree with Molyneux:

45 minutes are not necessary or at least shouldn't be necessary to allow gamers a sample of what a game has to offer. I don't think that demos should leave you wanting more, I think that demos should give you a clear idea of what the game is offering, how well it offers that, and why you should keep your eye on the title.

Giving me a free 45 minutes, shit I won't argue against that, but to say it's a negative thing to give me 10 or 15 minutes is bull crap. Two good examples of demos that do what a demo should are Arkham Asylum and Brutal Legend. It's a taste. Not a half of a meal.

I'm downloading the Fable 2 Episode now and maybe Fable is a game that requires all of that but this logic can't be applied across the board. Sorry Molyneux but you're thinking in your own box.

Plus, every one of Molyneux's complaints are things he's complained about before when asked about the criticisms of his games. He's thinking in a bubble about his own games.
froman46992's Avatar - Comment posted on 09/29/2009 19:29
froman46992
omg a free 45 mins O.O damn i mean what will they call it....oh yeah a demo really is he that thick headed? i dont understand why he said he hates demos, why not rather say he hates the length of demos. this quote makes him sound like a moron.
Chris Carter's Avatar - Comment posted on 09/29/2009 19:32
Chris Carter
Peter M:

"I hate everything that anyone does except me: the irony is I fuck up everything I touch".

I'll never forgive that man for personally fucking up Project Ego (Fable).
WarZombie's Avatar - Comment posted on 09/29/2009 19:37
WarZombie
Obviously.

Mr. Molyneux doesn't like demos because his games are synonymous with hype, so if consumers had a chance to play his games before they released, then they might think that the game doesn't live up to the hype that surrounded it. He just doesn't have the balls to admit that some people just don't like his games, and if a demo is going to mean a difference in sales, then you can bet that he won't include one.
xaliqen's Avatar - Comment posted on 09/29/2009 19:41
xaliqen
"Over the years I’ve done demos and they’ve either completely ruined the game, given too much to the player, or they’ve confused people, so I said that we should give away the very first 45 minutes of the game, completely free."

Interesting, Mr. Molyneux. I take it, then, that you were not the one in charge of cutting Fable II up into five separate demo-sized episodes and charging 800 MS points a piece for them.
Narishma's Avatar - Comment posted on 09/29/2009 19:45
Narishma
EA did something like this with the PC version of Burnout Paradise. The demo was actually the full game, but you were limited to an hour of play. PopCap also does it with their games. It's a good solution as far as I'm concerned.
hpv's Avatar - Comment posted on 09/29/2009 19:46
hpv
The last time I played a game that gave away a significant chuck from the beginning I was seriously disappointed with the full version. Obviously that game is Duke Nukem 3D, with a shareware chapter that absolutely obliterated the paid chapters that followed. Fable II would be one of those games as well. It shows pretty well at the beginning, kind of shallow but fun (and much better in comparison to its disastrous predecessor), but if I just played 45 minutes and then bought the game I'd be really disappointed about 4 hours later when it started getting really old, really fast.

I like playing demos as much as the next guy, just because I like trying different stuff for free. As a marketing tool I'd rank them somewhere between a poor use of resources and completely useless. There are very few demos that persuade me to purchase when I hadn't already been planning to and many times that number that have convinced me not to buy something I might have picked up otherwise.

Given the number of demos being thrown around as pre-order incentives I'd be willing to bet that consumer research backs most people being like me.
Neo Rena's Avatar - Comment posted on 09/29/2009 20:05
Neo Rena
The first thing that comes to my mind is the English and Japanese demo's of Dynasty Warriors: Strikeforce. The Japanese demo let you pick any of the characters and was just the first few missions and let you play them over and over, even let you save your character and import it into the full game (like Phantasy Star Portable). The English demo, however, was just three of the characters set to pre-determined stats and equipment and only let you do the fight against Lu Bu (which was the first hard mission).
KorJax's Avatar - Comment posted on 09/29/2009 20:09
KorJax
Demos are what keep me from wanting to pirate a game to try it out first before I buy.

I thinking making a demo "act as the first hour of the game" is a good way to do it though. Hell.. most good demo's I've played did exactly this.
Mecha Six VII's Avatar - Comment posted on 09/29/2009 20:19
Mecha Six VII
it's a cool idea, but it'll never happen, mostly because Peter Molyneux said it
Shadowboi's Avatar - Comment posted on 09/29/2009 20:19
Shadowboi
I actually only like a small taste of games for my demos. I don't want to have to sit down playing for an hour when I could be on a real game, I would much rather have the pure essence of the game waved in front of my face, and if the game can wow me I'll buy it.
Your Moms Hot Lover's Avatar - Comment posted on 09/29/2009 20:24
Your Moms Hot Lover
I like demos.

"possibly after throwing a brandy glass into a fire". funniest line of Jim's I've ever read. Made me think of Jarvis from Newman and Baddiel.
CtMythic's Avatar - Comment posted on 09/29/2009 20:26
CtMythic
As long as a demo is from the game it claims to be and doesn't give any plot details away I'm happy.
Trebz's Avatar - Comment posted on 09/29/2009 20:32
Trebz
If your demo confuses the player or gives too much away, you're doing it wrong.

A lot of demos have helped me make proper decisions as to whether I want to pay for them or not. Blueberry Garden had a tiny demo that told me that I wouldn't get any enjoyment out of the $5 dollars spent on it. Ninja Gaiden Sigma 2 was a good demo that gave me a few different modes and said "This is what you'll be doing if you pay us $60." And it made me want it a little more.
HiddenAHB's Avatar - Comment posted on 09/29/2009 20:40
HiddenAHB
I like demos but, the episode system ain't that bad.

Jim, do a Defense Force for Peter Molyneaux ASAP.
Malachi Constant's Avatar - Comment posted on 09/29/2009 20:43
Malachi Constant
No, Petey, my boy, it's not the demos that ruin your games.
Jizl Tizl's Avatar - Comment posted on 09/29/2009 21:04
Jizl Tizl
I can see how a developer might see releasing a demo as a gamble. If done right, it could serve as the ultimate advertisement for the game. If done wrong, it would definitely not sway any undecided opinions and may even turn away some previously excited gamers.

Plus, I would think that demos would help give developers feedback directly from their fans on how to make the final product better. Of course, that would assume that the developer is actually TRYING to make a good game, not just one that advertises well...
Tubatic's Avatar - Comment posted on 09/29/2009 21:08
Tubatic
Demos aren't necessarily the problem themselves. The actual quality of a demo goes a long way.

I really wasn't keen at all on the inFamous demo. Run jump, do some stick climbing and complete this object that happens to be well into the first act of the game. It fell flat for me. But, I rented it, and actually really enjoyed the larger experience.

This Pay-as-you-go model is interesting, and I'd definitely be up for trying it out for something I haven't played yet. Think of the person that just doesn't have alot of time for games, and doesn't feel confident in putting down their full $60 for a game they heard sucked. But, give away a bit, sell it in pieces, and you've got an experience you can build on at your own pace.

Give me a title I haven't played before. I'll try it like that.
Los255's Avatar - Comment posted on 09/29/2009 21:32
Los255
I absolutely agree. You can get more in-depth with the game and not just one of the quick action sequences that might not make up for what the entire game is about.
Jetsetlemming's Avatar - Comment posted on 09/29/2009 21:34
Jetsetlemming
So he's hating demos specifically as a comparison to his latest Fable 2 "episode" attempt, which is basically Fable 2 Shareware edition. I can get behind that, you people commenting saying "he just hates them cuz they reveal his bad game hurrr" need to actually read the article.
XGC TheDude's Avatar - Comment posted on 09/29/2009 21:50
XGC TheDude
I wonder how many people will not buy the other episodes of fable 2 because of the "meh" rpg. Don't get me wrong it was an allright game but shortly after the game came out my friends and I beat it and moved on. Not tpical in this type of game.
HEL105's Avatar - Comment posted on 09/29/2009 23:53
HEL105
The best demo I ever played was the God of War disk that I got in the mail. I popped it in front of 2 of my friends, and every person in the room ended up getting the game when it launched. Having that brief taste was more than enough to let us know that GoW was special.

So yeah, demos can be pretty effective. On the other hand, if I would have only played a short demo of Fallout 3, I would have hated it. Some games (like Fallout) I have to play for a substantial amount of time before I warm up to them. Every digital romance doesn't always start with love at first sight.
shinryu's Avatar - Comment posted on 09/30/2009 00:23
shinryu
"I hate demos. I think demos are the death knell of experiences"

what, like bugs and overblown hype? the sort that generally carries over through the first 45 minutes of his games?

possibly after throwing a brandy glass into a fire.

haha, classic Jim.
munkee's Avatar - Comment posted on 09/30/2009 03:59
munkee
45 minutes is almost quater of the game these days XD
munkee's Avatar - Comment posted on 09/30/2009 03:59
munkee
*quarter
Japester's Avatar - Comment posted on 09/30/2009 05:00
Japester
I must say I have been stung by a "misleading" demo. Too Human for example, I thought the demo was pretty good, but hated the full game, especially on the boss battles where the system just didn't work.

I can appreciate what Peter Molyneux is saying regarding not getting the full "experience" from a demo, but I think this idea will only work with a handful of games. Not to mention the huge increase in the size of downloads, demos are getting bigger by the week as it is!
Tarvu's Avatar - Comment posted on 09/30/2009 06:02
Tarvu
Ha, Lionhead have linked to this on Twitter.
StaticVoidMain's Avatar - Comment posted on 09/30/2009 07:44
StaticVoidMain
Am I the only one who got about 10 mins into Fable 2 Episode 1 and thought "Holy poop, I almost bought this when it was new, thank god i didn't!"

The very first 45 mins of most games are god awful; case at hand: Fable 2....
I got to the warehouse to kill the beetles as part of one of those horrible MMO-esq "kill 5 rats" quests and an "evil" guy pops up at the window with a horribly jarring and in-your-face moral decision that might as well be (1:)Save the Orphans OR (2:) Eat them alive.

I, almost, audibly groaned before switching the Xbox off.

Now I can see where they where going: "Look our game makes you choose between good and evil" but the way it was presented was as if to an infant who had never played games or made a decision in their life.

Now if I had paid for Fable 2 I might have overlooked this and carried on... but I hadn't payed and had no motivation to keep having my intelligence insulted.

We need demo's... but we need well-cut ones.

How about 2 demo's for, let's say, Fable 2:

--Fable 2 Demo: The road to adventure--
Takes a newbie player through the whole mini fetch-quest rubbish and thinly veiled intro to the moral choice system.. exactly like all the inbuilt-tutorial stuff you get in the first 30 mins of modern games.

--Fable 2 Demo: Dragon Slayer--
Kid-gloves are off, right into the action and heavy dialog of a well chosen part of the game, perhaps cut together 2 or 3 sections together to give a nice overview of what the fun parts of the game entail.

Movie trailers don't just show you the first 2 mins of a movie because most would be just as unengaging as current game demo's or short, free, first episodes. Games have a perfect and relevant point of reference, for demo content, in movie trailers so why ignore them?
Turbofail's Avatar - Comment posted on 09/30/2009 08:17
Turbofail
If full versions could pick up a save file from where the demo ends, I'd be happy. Playing through the first 20 minutes of Bioshock was great in the demo, but when I had to do it all again when I picked up the full game, it didn't seem quite as cool the second time around.
DanielCampbell's Avatar - Comment posted on 09/30/2009 11:37
DanielCampbell
Whatever Molyneux says is gold. I'd follow that guy through the fiery hells of "Barbie Horse Adventure" if he willed it so.
DanielCampbell's Avatar - Comment posted on 09/30/2009 11:46
DanielCampbell
I happen to agree with him. Picking and choosing what experiences from your game the player sees in a demo is too much of a "mine field" situation. Not getting into how presumptuous it is. They can be misleading. But if you let the player have the first hour of a game, they are having the same experience as if they purchased the title. That way it is not misleading and if the game is truly , then it will have captivated the player. I think it is a brilliant idea.

But I'm a tad bias. As a struggling designer, I think I would pass out due to excitement just being in the awesome presence of Mr. Molyneux.
Tubatic's Avatar - Comment posted on 09/30/2009 12:09
Tubatic
@StaticVoidMain

Hmmm...

I was going to call you out for nitpicking a moral decision in the tutorial section offered to a child. But, I realized that one of the better "This is the result of your decision" moments comes once you get to Bowerstone, which isn't included in episode one.

So yep, the cut of a demo makes a difference!

For whatever its worth, the decisions and outcomes get a little better than that cut and dry stuff near the beginning. How about the drunkard decision, though? They're more like that, for the most part.
deadline's Avatar - Comment posted on 09/30/2009 12:52
deadline
I like demos that are just the first X minutes of the game, rather than some random level, etc. I don't know if it needs to be 45 minutes -- depends on the game and how quickly it ramps up. To me the Brutal Legend demo was a good example.
deadline's Avatar - Comment posted on 09/30/2009 12:57
deadline
I guess I should clarify -- Brutal Legend was a good example since it was the real game, starting from the beginning. However, it wasn't artificially limited to a certain number of minutes. I think it just depends on the game whether it needs a time limit. A linear game should just be the first level or something, but a game like Oblivion would need some kind of time limit.
manasteel88's Avatar - Comment posted on 09/30/2009 15:47
manasteel88
of course releasing a demo a year after the game is available and charging $40 for the entire downloadable game (when the retail is worth $30) isn't the best idea either.
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