Just about everyone working in the games biz had heard the heart-warming tale of Ethan Nicholas. He wrote an iPhone game (a tank simulation called iShoot), which duly sank into the soft eiderdown of iTunes obscurity. Then, he improved it. The game sank further. Then he released a free demo of the game. The full-priced version shot to number one, and is currently earning Ethan a tidy $20,000 a day.
The moral of this story is not that writing games can easily make you rich (we're all way too old for fairy-tales) but that giving away games - or at least bits of games - just might add a little swagger to your trip to the bank. Demos make sales.
Free game demos are, in my view, the single most powerful marketing howitzer in the game-maker's arsenal. It bangs, it whizzes and it explodes, (though sometimes, alas, in your face).
Assuming a developer or publisher believes their game is good; there is absolutely no excuse for approaching market without a demo. Such is their power that demos have, for years, actually been a source of profits for some companies, and continue as such today. The trouble is that those profits have been indirect, and have generally not gone to the companies that make the actual demos. Game makers have taken subsequent sales of their full-packaged products as their margin.
Those MagazinesAnyone who has bought an Official Xbox, or PlayStation magazine has paid for a game demo. Likewise, anyone who has ever bought a PC or Amiga magazine with cover-mounted media. The high prices of magazines with cover-media were always rightly justified by the physical cost of the disk or tape or whatnot. They were justified by the consumer because of the amount of entertainment on offer on the disk. Any mag publisher will tell you the difference in sales between a cover disk offering a playable demo, and one offering mere video. Consumers traditionally bought these mags because they knew they'd get a few hours of entertainment as well as the opportunity to actually experience a game before its release. These are hard benefits that go way beyond the demo merely as some sticky sachet of shampoo, taped to the inside of Cosmopolitan.
Likewise, premium subscribers to Xbox Live or to Qore are offered game demos earlier than non-subscribers. This is a benefit they pay for (as with buyers of Official magazines, they get extra benefits too, like editorial content). It gives them entertainment unavailable to the great unwashed and the kudos of having played highly anticipated products.
The publisher of games is not all that interested in the meaty margins of magazine publishers, or the value of demos to consumers. They want to know if a demo can sell their game and, if so, how much value and time they should expend on the exercise.
There is no right answer to those questions. In fact, the debate stretches from those who believe that demos can actually damage sales, to those who believe that demos should be viewed not so much as marketing tools, but as products, with a price tag.
Paid Demos?Imagine if the next Grand Theft Auto was released episodically; with a $10 level sold online and via game stores lasting perhaps three hours. Then the second episode might come out for the full price, including an option to skip those first few hours.
Such a move would cause outrage among gamers. But how justifiable is this outrage? How is offering $10 of playable content before the release of a game, worse than offering it as an add-on after the release of the game? Of course, anyone who bought the first episode would have paid an extra $10 for, effectively, the same content. But they'd really have paid it for the right to play that content prior to the game's release. They would have always had the option to wait for the full release.
I am, of course, playing devil's advocate. Publishers have looked at just the kind of scenario I describe, but are wary of gouging their most loyal fans. The publicity such a move might attract would be a PR catastrophe and it's wise to be wary of outright greed.
That said, the nature of demos can and will change, and it may be that the line between demo and full-product blurs into episodic content. Xbox Live, Steam, Wiiware and PSN are vastly more efficient methods of distributing demos than magazines. There is a built-in charging mechanism as well as a direct connection between manufacturer and consumer. The purchase is being made, not in some supermarket or news-agent, but actually at the console, controller in hand. It's perfect.
And as these distribution methods become technically more advanced, demo content can become larger, tempting the publisher into charging for this valuable content (entertainment that the magazine and hardware people have been profiting from for decades).
But this is a trend that will emerge slowly. Nobody is going to try to charge for 20 minutes of a tutorial, especially when the real value in the tutorial is selling a full-price game.
My Civ HellI recall playing a demo of Civ 2 on a PC, back in the mind 1990s. It allowed me to build a city, a military unit, a building, maybe I met an enemy, and then it stopped. Since then I've probably spent $200 on Civilization games, including one only a few weeks ago. The demo was so perfectly balanced, so demonstrative of the experience awaiting me, that it's paved the way for 15 years worth of brand loyalty. Print ads, banners and TV commercials are terrifically important marketing tools, but they can never match putting the actual gaming experience into a consumer's hands.
Name the most successful games product of the last few years... Nintendo Wii's entire marketing strategy was based on getting consumers to try the thing, even for just a few moments.
It was amazingly successful, partly because of Nintendo's own confidence in the power of its product. Which is where the power of the demo can sometimes be self-defeating.
If a game is shit, its demo will almost always highlight this fact. Likewise, if a demo gives away too much of a game - if the consumer feels even a cool pinch of ennui in the air, the demo has failed. Demos must offer a fun experience and then take it away at just the right moment. They must be timed perfectly, so that players don't have too long to wait before buying the full product.
For developers, the game demo is a pain in the rear. They are demanded by marketing just at the moment when crunch is at its most severe. They take a great deal of thought and skill. This is why developers have, in recent years, become much more skillful about building the demo into their schedule.
As Ethan Nicholas has discovered - now that he's quit his boring job and is pursuing a career as a game developer - giving away entertainment can make all the difference.
As a PC gamer I find demos irreplacable as not only a test of the game's quality, but also serving as a stress test for my PC letting me know if I can run the game decently or not.
The very idea of selling a demo is appalling to me. I download a demo because I want to know if the full game is worth spending money on. Paying for the privilage of finding out that information undermines the whole point of a demo.
While I do believe that demos are very important to help sell a game, I don't think being made to pay for them is the way to go. Who would really want to pay for a small part of a game when the full product is already so expensive?
No, they get to save on game testers too.
Recently the one that hooked me was the PSN Naruto Ultimate Ninja Storm demo, it allows you one fight that I played easy 30 times. That was released well before the game was released which got me a little (I just played some pS2 and 360 ones in the meantime) pissed, but this worked in their favor as the anticipation never let up and I bought the game on release. I thought the demo for Skate 2 was well balanced too, and an interesting concept creating a challenge in the demo itself, with the demo giving you more time when you complete a challenge. I definitely agree with the fact that most people don't pay attention to the "this product isn't in a finished state" warning at the beginning of some demos, if your product isn't in good enough shape to have one small piece of a level at the level it will be on release to show off then they shouldn't make it a demo.
I try to play a lot of demos, even of games that arent usually my cup of tea (how else will i discover hidden gems) heck i even download or sign up for them way before i plan to play them so that they get me by in between games (dont we tend to play lots of demos summer and fall). On the other hand a close friend of mine does not play demos... it ruins the experience and element of surprise for him.
Demos make sales... but they can also break them, nobody pays attention to the warning that the content is of an unfinished product. Yes we are talking about buggy software vs just bad game play but first impression are hard to shake... just ask my friend.
Very rarely will I buy a game without playing a demo. Rare exceptions would be games like gears of war. However usually I refuse to risk the money on a game that I won't like. The one bad game in my collection was a result of not reading enough about it, and not playing it first. That game was Flatout 2 for 360. Similarly it's why I have an R4, I'm perfectly willing to pay for a game if it's worth it, but seeing as I know of no way to demo ds games without one, I won't stop using it, there's just too much crap out there.
Now marketeers, don't push your luck.
Yes, videogamers are insane, but they are not so insane as TO PAY for a demo.
DLC is one thing, this is just stretching it.
I think the title of this article is not what it should be.
'How giving stuff away can make you money' might be a better title, and more relevent to the interesting content in the article as opposed to the musing of the 'journalist playing devil's advocat'.
The day I pay for a demo of a game or even a commerially driven show by a publisher (Qore) is yet to come and I can assure you, it won't happen before somebody diagnoses Alzheimer's in my brain.
Demos are great and let you make an informed choice on whether you want to buy the full game or not. They are a valuable tool in a company selling it's product, I would imagine. However, it would be interesting to know how many people are actually put off by a demo, rather than inticed into buying the game. I've downloaded demos before that have put me off paying for the full game - if I hadn't played the demo I might have bought the full version.
I completely agree; demos must be an extremely well-designed experience, and I can understand why they'd be a pain in the ass. They can be totally worth it, though. The Civ 2 demo mentioned is a fine example. I could probably think of another few. (I bought Kingdom for Kieflings because of their demo, which I thought exhibited the same qualities rather well.)
I also hope that developers realize why I would not pay for a demo. Games are already rather expensive; I'm constantly looking for deals, even $10 off the retail price. Why would I want to tack on another $10 for something I'm not sure I'll even enjoy? Because that's why I demo, to see if I'll enjoy it or not. If I already know I'm going to like it, I'll wait and buy it. There are plenty of journos whose opinions I trust and reviews I read. They spare me from having to play demos if I don't want to.
There's a trend of giving demos out with pre-orders as well, which strikes me as completely defeating the purpose. If someone's already bought the game, it's no longer so much the type of demo that is intended to convince you to buy the game; that would be utterly redundant. At that point, it's a "preview" for folks who've purchased and are waiting for the game. Still a "demonstration," yes, but of a totally different intent. Preaching to the choir, maybe, or hoping to reinforce pre-order sales.
To me, the strength of a demo is that it shows us what the game is about and, if the game is good and the demo is well done, gets us to say "I'd totally pay $50 for the full experience." And in order to do that, it has to be free.
Hire another team of developers to do the demo if you don't want to take the main team away from the game, but I really don't think the importance of a good, solid, compelling demo is to be overlooked. Ideally, it will get me to try a game that received less than stellar reviews, perhaps in a genre I'd normally pass over, and say to myself, "Wow, this game is underrated/much cooler than I'd thought. I definitely want to play the rest."
This has happened to me more than a few times, and I think publishers should try to work with that.
(More often, a demo is just a pain in the ass, obtuse, or doesn't seem to present an accurate picture of the game itself, in which case I say, "Screw it; I'll wait for some reviews.")
Paying for demos would defeat the purpose of releasing them in the first place.
On XBL silver users can't get access to new demo releases, which is just pathetic, MS went to a new low after that. Paying for them would be criminal.
There are two types of customers really. The first one has patience and needs to be won over. That customer would never pay for a demo, the publisher wants something from him, not the other way around.
The second type of customer is the person eagerly awaiting a product. Often this customer will project totally unrealistic expectations onto the product and invent any number of excuses for the most atrocious bugs in the game. That customer would pay for a demo.
On the topic of "Prequel" DLC.
If I was able to play something similar in size to the first level of a shooter AND if that content was not part of the full price product, then it might just work. One of the biggest DLC problems is that it's not standalone. It is not part of the game, but it can only be sold to people owning the game. Talk about shooting yourself in the foot. Expansionpacks never outsell the original not because they couldn't, but because of the way they are set up.
If you pay for the demo, you pay for it again when you buy the game, that makes people angry. In changes the perceived costs of a product. But if you pay for the game and then pay for the DLC, then that's ok. It does not matter in which order you play it, there is no law requiring DLC from being a prequel to the story. People can buy and play it in advance to get an idea if the full game is worth their attention, people could buy it later and learn something new from the prequel, or people could ignore it without feeling ripped off. Still, a free demo always gets to some people other means would not be able to reach in a million years. Supply of games is high, the competition is already not charging. Give them a try first.
Here's the next question: why should I pay for a demo when I can rent the entire game for only a few dollars more (presumably)? It may cost the developer time and effort to create the demo, but the iShoot example above perfectly demonstrates the possible returns.
Demos are usually an issue of timing and even exclusivity as mentioned in the article
I wondering, and perhaps those with actual industry experience would be able to answer, but the idea of charging for demos seems problematic in that much the tech and foundations of the full game still need to be in place to make a demo that can be presented to the public in a stable form that doesn't get picked apart for being buggy. I'd also question whether there is a viable business model for this that would be accepted by the industry and the consumers, especially with the level of cynicism that is directed towards DLC at the moment (not helped by some of the content gamers are being asked to buy).
Rather I think, as with the PSN game PAIN you have to present a work at a resonable price, and position it as a core game with additional content coming later (I'm tempted to say finding a way to translate MMOs mode into smaller scale productions) though it seems they haven't been able to create momentum with regular content updates, the model is one I'd like to see others attempt, as the creators can focus on drawing out the best of a particular feature or level rather than having to work at pace on whole sections at any one time.
On the matter of demo experiences, I'd cite Metal Gear Solid 2, the demo was fantastic, but when I inevitably bought the full game, I soon found that the quality of content in the demo sections on the tanker were for me, of a far higher standard than what came later in the game (and indeed the series in retrospect). Its almost as if the level of care and attention to design and implementation on these sections were greater than what came later precisely because they were intended to be presented to journalists and gamers ahead of the game release.
Of course demo's should not be charged for. They were the natural evolution of the shareware concept which proved so successful for Id Software and others of that era. Demo's should be placed within a company's marketing budget because that's precisely what they are - a way to get your product awareness and for potential consumers to get a taste in the hopes they'll end up buying it.
Charging for demo's turns this paradigm on it's head and is simply "preaching to the choir" - people who were probably going to buy your game anyway. Saying that consumers are already paying for demo's when they buy a magazine with a disc is a bit disingenuous. The discs are toss-in's which are intended to "lure" potential magazine buyers to pick up a copy - again, a form of marketing.
With regards to most demos being released, I'd initally reply by saying no thank you. While you could consider buying a magazine with a disc "paying for the demo", I still view it as an extra. Also, given the length of most demos (take that recent Dead Space demo for example), it's simply not worth it. With the announced Final Fantasy 13 demo which comes with the SE of Advent Children, I still would not consider purchasing this by itself - even while it supposedly lasts for two hours. So no, as long as it's not an added bonus, I'd never shelve out for a demo as I consider it a promotional tool.