A demo could be and should be the most powerful sales tool the video game industry has available. Sadly, there are a few problem with the current demos and it appears as if no one really cares.
One of the issues I see is that lack of any real instruction on how to play. This isn't going to be a problem for people who are familar with the genre as the commands tend to besimilar from game to game. What if the player is someone new? How long do you think it will take for a console gamer to throw up his hands in frustration and go back to his console because he can't figure out how to play? The same could be said about a fellow PC gamer trying out a RTS or flight simulator for the first time. A demo is no good unless it shows you how to play. It seems to me a demo that includes a tutorial would solve a common complaint gamers have about having to redo the hand-holding section of a game they want to replay or already know how to play.
Have you ever been at the movie theater and had the film interupted because some dweeb asked someone near him what was going on all because he couldn't be bothered to show up on time? What about trying to watch and understand the T.V show Lost without seeing any of the pervious episodes. Kinda sucks doesn't it? Developers do this all the time with demos. Explaining what is going one seems like something very important for story based games. It doesn't happen very often in demos.
Another thing I don't think is right about demos is the tendency to take one or two levels out of the game and repackage them as the demo. At the very least it will leave you with a been-there-done-that vibe if you play the full game. At worst, the player gets bored and quits before getting to the good stuff.
An example of a perfect demo is the one for Temple of Elemental Evil. It used to small faction of the artwork and was very short. And yet, it taught you how to play and gave you a clear idea on how most of the game was going to be by introducing you to character interactions, combat, and team controls. Another good example is Half-Life one's demo. It was a brand new area designed to introduce players to gameplay elements without ruining anything from the main game. F.E.A.R. get honorable mention as it's demo is a mix-up of parts from various levels.
On the issue of size and distribution. Don't console distributors release 5 or 6 demos on a single disc from time to time? I throught I saw these things show up in the store from time to time. I'd be willing to pay $5 for a demo CD or $10 for a DVD full of demos for upcoming games. How about you? I doubt this would be as expensive to make as spending2+ months trying to rework a game engine with a goal of keeping the demo download size small.
A good demo will teach people how to play andintroduce them to gameplay elements without ruining the game. It could become the most powerful sales tool the industry has available. Sadly, they have been putting out substandard work and we have been happy to accept it for so long that any change would likely be meaningless. Hopefully I'll be proven wrong.
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