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.
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.
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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.
This made me lol.
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.
If developers can do that, then it would be awesome.
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.
"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).
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.
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.
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.
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.
"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.
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.
Jim, do a Defense Force for Peter Molyneaux ASAP.
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...
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.
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.
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.
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!
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?
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.
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.