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I download nearly every demo that comes through the psn store. As long as you are able to put them in perspective I believe that the demos I play give a very fair representation of their respective games. I very much enjoyed the Burnout Paradise demo, so I bought the game and have enjoyed it thorougly. The same go for the Force Unleashed. On the other hand there are far more games that I did not enjoy. The demo shows you things like gameplay mechanics, controls, and presentation/art **** (why is it censoring s.t.y.l.e?)I understand that the game I would go buy would have similar mechanics, controls, and presentation but a much deeper depth of content. Again, you just have to put it in perspective.
I know that demos are good for us but most demos actually suck and make the actual game seem like it sucksTwo points to emphasize: 1. "Demos are only old builds of the game": They shouldn't be. They should be released closer to the release date in order to get as good of representation of the final product. I think developers keep the 'work in progress' thing on there hoping to keep posible buyers from taking the demo too literally as a final product. I think this is the wrong attitude. If you make a demo, you should make it good. If you want an early demo, just make sure to over ride it with a follow-up finished demo. 2. "Most demos actually suck and make it appear the game sucks" - Correct. See point #1. Demos should show off the game is worth a purchase. If they can't do that I will usually avoid it until it hits a price point that the demo lives up to.
Think about a casual gamer who doesn't know that demos are only old builds of the game and they usually suckinfamous_27
I know that demos are good for us but most demos actually suck and make the actual game seem like it sucksIt generates hype for games and encourages people to play games that they might not have otherwise tried, because their free...
Think about a casual gamer who doesn't know that demos are only old builds of the game and they usually suckinfamous_27
I've seen very few demos actually work for their purpose. Usually if someone is looking forward to a game, they're going to buy it no matter what. Demos have actually done more of talking me out of a game or reassuring me about my future purpose than to actually promote a game I wasn't thinking about buying.
I would assume because some developers have come to the conclusion that their games will get just as much of a fair shake from the general populace as it would from a "reviewer," and I'd say there's quite a bit of truth to that. I've begun to ignore reviews in favor of forming my own opinions, and the best way for me to do that is to play the game myself.
A reviewer is just another gamer with (at best) a degree, so what really separates the two?
Eh, I've read stories that report that developers have really not found any major benefit to having demos out, and some even finding a negative effect in cases regarding issuing out demos. I don't know exactly which stories they are, but I've been more swayed to buy a game as a result of a review from someone that matches with my tastes...than I have from just a demo, which I use more or less as a free means to kill some time.I would assume because some developers have come to the conclusion that their games will get just as much of a fair shake from the general populace as it would from a "reviewer," and I'd say there's quite a bit of truth to that.
Shame-usBlackley
[QUOTE="Shame-usBlackley"]Eh, I've read stories that report that developers have really not found any major benefit to having demos out, and some even finding a negative effect in cases regarding issuing out demos. I don't know exactly which stories they are, but I've been more swayed to buy a game as a result of a review from someone that matches with my tastes...than I have from just a demo, which I use more or less as a free means to kill some time.I would assume because some developers have come to the conclusion that their games will get just as much of a fair shake from the general populace as it would from a "reviewer," and I'd say there's quite a bit of truth to that.
Skylock00
I don't know of any reviewers that match my tastes. At least not to a point to where I could reliably count on them to make $60 purchases for me. I know that some demos aren't always a good predictor of the finished game, but more times than not, they've been good barometers of control schemes, graphics, design and other factors. I'm just at a point where I trust my own eyes better than anyone else's, and that's why a demo means so much to me, and I know there are plenty of other gamers who have come to the same conclusion that reviewers are just gamers with word processors, not gods, and that they are just stating their own opinions and preferences instead of quantifiable traits that can be measured and evaluated.
A demo says a thousand words is what I'm sayin'.
There are well-made and poorly-made demos just like there are well-made and poorly-made games. Kameo's demo didn't impress me but once I actually got the game I was totally sold on it. Developers just need to learn how to select an area of the game that is both intriguing and fun to play and gives a good overview of the game's content.foxhound_foxI would say my two most favorite demos ever are Metal Gear Solid 2 and Bioshock. You don't get thrown right into a place that's "super exciting," but rather you're basically getting the first level of the game with a bit extra (MGS2 gave you the USB, when you wouldn't get it in the real game during that part, and Bioshock gave you a plasmid that you wouldn't get until a bit later). Both of these give you just as much story as you get in the main game, and end with you wanting more.
MGS2 was unique in that you actually fought the first boss and left you with a question, and Bioshock cuts off before you find out whether or not Jack can escape from that sealed room. What's amazing is that you could just hang around and explore your surroundings to find every little thing in those areas, like the breakable bottles in MGS2 or every water leak in Bioshock. I can honestly say that I wouldn't have bought Bioshock without that demo. :)
I would say my two most favorite demos ever are Metal Gear Solid 2 and Bioshock. You don't get thrown right into a place that's "super exciting," but rather you're basically getting the first level of the game with a bit extra (MGS2 gave you the USB, when you wouldn't get it in the real game during that part, and Bioshock gave you a plasmid that you wouldn't get until a bit later). Both of these give you just as much story as you get in the main game, and end with you wanting more.MGS2 was unique in that you actually fought the first boss and left you with a question, and Bioshock cuts off before you find out whether or not Jack can escape from that sealed room. What's amazing is that you could just hang around and explore your surroundings to find every little thing in those areas, like the breakable bottles in MGS2 or every water leak in Bioshock. I can honestly say that I wouldn't have bought Bioshock without that demo. :)
MAILER_DAEMON
[QUOTE="infamous_27"]I know that demos are good for us but most demos actually suck and make the actual game seem like it sucksTwo points to emphasize: 1. "Demos are only old builds of the game": They shouldn't be. They should be released closer to the release date in order to get as good of representation of the final product. I think developers keep the 'work in progress' thing on there hoping to keep posible buyers from taking the demo too literally as a final product. I think this is the wrong attitude. If you make a demo, you should make it good. If you want an early demo, just make sure to over ride it with a follow-up finished demo. 2. "Most demos actually suck and make it appear the game sucks" - Correct. See point #1. Demos should show off the game is worth a purchase. If they can't do that I will usually avoid it until it hits a price point that the demo lives up to.
Think about a casual gamer who doesn't know that demos are only old builds of the game and they usually suckraahsnavj
I agree completely. what we get most of the time are not really demos, but betas or even alphas of games. It hurts the devs a lot when the naive gamer thinks that is what the real game is like.
To answer the thread posters question: demos are supposed to be a sales tool. Since most demos are lame they tend to be a no-sale tool.
I would love to rely of demos. Mainly because I don't have much faith in critics. Even if I did there are not any whose tastes match mine.
Most demos I've played have made the full game look mediocre at best. The majority are nothing more than a level with a installer tacked on. Rarely is there any explanation to the events or a tutorial. All most all ruin some part of the main game. Some have been built so badly they needed a patch. All this makes it seems like the developers don't put much effort into developing these things. Which is a real shame because demos can be a potent sales tool. They might even help deal with piracy.
How many times have you heard someone say "I download games to see if they are any good". I know most are telling us a lie. Some are telling the truth. Good demos could help swing those people back to the legal side of the fence. With copy protection proving to be so ineffective any reasonable idea aimed at combating piracy is worth trying out. However, the large number of bad demos that have been released over the years have done a lot of damage. It will take time and publicity to see if this idea works.
To me the ideal demo will show you how to play, show case game play elements, and not ruin anything from the main game. The best example I can think of is the demo for Temple of Elemental Evil. You played a generic adventurer who stumbles across a cave that turns out to be a hidden dungeon. It was short and to the point. Not only did it give you a good idea on what to expect in the full game it taught you how to play.
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