I think most posters are under estimating the cost and effort involved in releasing a Demo.
1) You cannot release a demo until the engine and supporting tech is 100% finished and finalized. It *has* to be as compatible, run as well and have as good graphics as the final product, if it doesn't you're hurting the games sales, not helping it. If you're demo ends up running less than perfect on ATi cards for example, it *will* hurt your sales a lot.
This means that you cannot release a demo until the very last minute before the game launch, since you'll be working on optimization and bug fixes up until past the final dead line and those fixes have to be part of a demo. This in turn means that to release a demo you'll need to pull experienced designers and programmers away from working on your game during the last sprint when you need their desperately need their experience to finish the game.
2) Making a demo is expensive. It's not 'just' taking a level and releasing it. A demo has to be smooth to download and install so it has to be small, yet it must have the final games graphics, performance and sounds in order to leave the player with a positive impression. This means that you need to take the engine, executables, configurations, sound system, physics systems and so on and tweak them to run just one level. to not crash when 90% of the game is missing, you need to make new menus, ensure that saving and loading still works, you need to repackage it with a new installer, make sure the installer works o all OS'es, with all video cards and so on, then you need to do the same for the digitally downloaded demo. You need to pull out all extra textures, levels, sounds, cut scenes to reduce the size of the downloadable.
All these things are not necessarily huge challenges, but they are time consuming and they do have to be done by the few people who are intimately familiar with your game. Those are the people you *cannot spare* near the end of your product. Basically, a demo cost more than money, it will also take resources away from making your final game the best it can be.
3) Demo's tend to help pirates. Since you have to use the files, executable, configs and what have you, from the final game, a demo becomes a DRM free guided pre-release tour for pirates in how to crack your game. In fact a lot of games have been 'hacked by the hackers taking the demo files and simply tweaking them to work with the full game. Releasing a demo is like giving hackers a loaded gun and tell them to point it at your game.
4) A demo only helps if it makes more people buy your game. As others have said, a demo is a form of marketing and just like other forms of marketing, if it's not resulting in an increase in sales that matches the time, cost and resources invested.. then it's a bad idea to do a demo. The question becomes, what's the chance of a potential buyer buying the game without a demo? And what is the risk of turning a potential buyer away because they didn't like the demo? Someone who might have bought the game, if he didn't have a demo.
5) Another problem is what to include in the demo. Pretty much all games have some form of tutorial that teaches you the basics of the game. These tutorials are rarely all that much fun, but without a tutorial you risk giving the final user a bad impression of your game because they didn't know how to use the various abilities / options / functions in the game. This might not always be a problem (I think most of us could figure out how to play through a CoD demo); however in other situations it could make the demo confusing and again leave a potential buyer with a bad impression of your game.
Do you want to show a level with all the weapons / units / buildings? If so you're ruining the surprise when players get a chance to play the game. In general you have to be carful about spoilers. On the other hand, if you add an early level with just the first one or two weapons / units / whatever then you're game is going to look kinda simple and unimpressive.
The bottom line is that releasing a demo is expensive, it's risky and it's time consuming at a point where most developers usually have no time to spare. It can help convince players to buy the game; it can also help pirates succeed in releasing a hacked version of your game before you can get your game on the shelves, which in turn would cause a significant financial loss for you.
Because of all those factors, releasing a demo is not a simple choice and not releasing a demo is not just a matter of the developers not caring about the players, it's a decision with a lot of both pros and cons, and whether its a good idea to release a demo depends on the specific game, studio, marketing strategy, budget and deadline.
Log in to comment