F4LL0UT: There is tons of factual evidence on the counter-productivity of demos
...
About the video... Was waiting for it....
...You call that factual evidence. That video is old, old news, and has been cited befor in this very same forum about the same topic. Check how it was alluded to in a previous post in this thread by yours truly ¬¬ A guy who makes kickstarter-funded games (indie games if you don't mind), who
does not make demos anymore because he cannot make ends meet, then goes and wants to convince his competitors of not making demos. **Hilarious.**
And yes, people intellectually dishonest can (only apparently) prove
anything with statistics. Just present a body of data in the way that supports your point, and omit everything else related to the phenomenon :-P
Then, that was all the "tons of factual evidence"? *yawns*
Unimpressed.
F4LL0UT: One of the biggest problems with demos is that they satisfy the player's urge to "try for himself". Even though a player may be more convinced after playing a demo that a game will satisfy them, that urge that tells them to try the game is usually gone afterwards.
Funny that someone who borrows for his nick the name of such a great game as
Fallout forgets the nice demo that this great name enjoyed. It showed that there were going to be many different ways of doing things. That the world was going to dark, post-apocalyptic, Mad-Max-esque and whatnot. Certainly, possibilities for more and deeper fun appeared open, not closed.
A more recent example:
Shadow Tactics: Blades of the Shogun. A game in the vein of
Commandos, but 3D? Nonsense! Isometric perspective is all it takes! 3D willl be hideous, confusing, utterly unnecessary and probably nausea-inducing! Only that... the demo proved that, against expectations and prejudice, A Commandos-like game could be made in 3D that felt natural and that added to the game, with likeable characters and interesting scenarios.
A good demo shows why this game is worth your money and time more than others, and how it could be different. A demo whets the appetite for more...
unless there is nothing to whet the appetite for.... Then, if you are going to make shallow games based on a single premise whose possibilities are going to be exhausted in about 45 minutes, then you better grab some money for those 45 minutes, and do not even think of making no damned demos! (and try to convince people who make better games of not making demos themselves) ^_^