Are the days of demos numbered?

Demos are risky and costly ventures, with some developers opting out

Words: on July 13, 2010

Game demos are about whetting the appetite, some say. If that's true, then Just Cause 2's was an all-you-can-eat buffet. You got to gorge on 35 square miles of the Lautan Lama Desert for a joyous 30 minutes at time. Over two million copies of the demo were downloaded, resulting in 2.5 million headshots and a million drivers kicked from vehicles, according to the developer's stats. Someone even made a mod for the demo.


Above: Just Cause 2's demo was robust and generous

For the game's creators, delivering this wasn't a piece of cake – the devs started work on the demo five months before the game's launch. "A demo the size and complexity of Just Cause 2's is a major investment and a separate release in its own right, with its own budget, project plan, and commercial targets," says Chris Dillon, Just Cause 2 producer at Square Enix London Studios. "Investing resources and time to develop the demo is just the start. On top of that are focus group studies, where we test builds to see how players react to our design decisions. Demos also need to go through the same localization and quality assessment processes as the main game."

Just Cause 2's demo was as ludicrously ambitious as the finished product. It paid off too, as the game went on to chart success. Yet some developers have been questioning the merit of demos. Cevat Yerli, Crytek's CEO, has called them obsolete and prohibitively expensive. AAA-titles like Modern Warfare 2 and Gears of War didn't have demos, and Rockstar rarely releases them. "I think demos are necessary for a new intellectual property, I'm not sure they are for a sequel," says videogame analyst Michael Pachter. "FIFA 11: do you really care? You've played FIFA before, you understand the concept. It's a good way to generate buzz but occasionally demos destroy the game. It's a double-edged sword. If the demo is amazing – and people say it's the best thing they've ever played – then it helps."


Above: Modern Warfare 2 - no demo needed

Or does it? In 2008, Electronic Entertainment Design and Research (EEDAR) surveyed games released on the Xbox 360 and PlayStation 3, and found those with the biggest sales had no demos. Geoffrey Zatkin, president and COO of EEDAR, reckons the trend is much the same for PC titles. "Demos are hard to make because you're being asked to provide a working version of a game before it's finished," he says.

"In practice, people that could be finishing the game are pulled off development to make the demo. This usually involves kludging code and art, most of which has to be ripped out later to do it properly. Trailers are powerful because they are considerably cheaper to produce and are guaranteed to show the game experience you want. Almost any game can be made to look exciting in a trailer. Not every demo will be exciting when played."

So an underwhelming demo can harm a game's reputation. The Aliens vs Predator demo was lambasted for being multiplayer only, Bionic Commando's deathmatch demo baffled players thanks to it lacking a tutorial, while Bad Company 2's demo angered some before it even began, after EA asked players for their email address.


Above: AvP's demo faced some serious hate

EA, meanwhile, is reportedly planning to charge for longer demos, or "premium downloadable content" (PDLC) as their marketing people label them. "I think most consumers will balk at spending money on a game demo," says Zatkin. "This might work for high-profile projects – the next Halo, StarCraft, Call of Duty etc. – but for a majority of the industry, it's hard to get people to pay to look at your promotional material. That said, we might see a lot more short games coming out with an episodic business model. This would allow publishers to sell a portion of the game at a lower price point and, if there is consumer interest, fund the next few chapters of the story and see if people continue to buy it."

EA claims its PDLC will be a large portion of a game, as opposed to a traditional demo – a concept that is hardly new. In the early ’90s, 3D Realms and id Software pioneered shareware, in which you could get a chunk of a game for free before buying the full product. The shareware version of Doom – Knee-Deep in the Dead – came with nine levels, while in recent times Portal's aperitif featured 11 of the game's levels.

Rather than charging, other demos use clever tactics to make you commit to a full purchase. Some indie games let you play for an hour, then charge for unlocking the rest of the game; Dragon Age: Origins released a character creator demo that hooked up with the purchased game. The most effective demos, say Zatkin, are all about timing.


Above: Money makes the gaming world go around. But are demos always a wise investment?

"EEDAR has been recommending, for some time, that publishers and developers should consider releasing a demo post-release," he says. "Making a demo for a finished game is much easier to do. Time that would have been spent making the demo can be spent making the game better: more polish, more bug fixes, more features, etc. The quality of a demo made from the finished game is almost always higher than the quality of a demo made from an incomplete game." A tuned BioShock demo, for example, was released a few days before the game and broke records for demo downloads.

Despite Cevat Yerli's predictions, demos aren't going away any time soon. Programmer Chad Walker, veteran of titles such as Age of Empires II and author of the book Making a Game Demo: From Concept to Demo Gold, says demos are crucial for industry events like E3, for marking development milestones, testing betas, and much more. Walker views Modern Warfare 2's lack of demo as the exception, not as the rule.

"I believe there is now more of a need for demos than ever," he says. "Call of Duty first came out in 2003 and up until now has released 10 titles, with seven years of marketing, community growth and expansion. Also, if you look back on previous Call of Duty releases, they had their fair share of demos to get the public interested and accepting of the game. Their latest non-demo release was just as much about marketing hype as releasing a demo. Remember, they didn't need to raise awareness, grow a community or push a new IP through. They simply needed to meet and exceed expectations."

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29 Comments
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  • BearKiller

    BearKiller  - 1 year, 7 months ago  - Report

    I know that the only reason I bought Batman: Arkham Asylum was because of the demo I played. If I would have never played it, I would have never even thought about getting the game. On the other hand, when Fallout 3 was coming out I just read two or three previews and a review and I was sold and I loved it. Demos definitely help, but aren't needed.
  • 4fromK

    4fromK  - 1 year, 7 months ago  - Report

    I remember playing the Diablo II demo heaps; you played two quests; clearing out a cave and killing a minor boss. only thing was, the enemies in the cave and the boss respawned when you saved and turned off, so I ended up replaying both until I buffed my character up to an insane level (I could one-hit the boss)and with an epic amount of awesome equipment including an enchanted scythe. when I got the full game, I almost fainted, because I breezed through the first level with ease and then made the transition from drab wet medieval swampland to vibrant desert plains - it blew my mind. I think I was only about 6 at the time, so my mind was blown fairly easy.
    fucking excellent game though.
  • Rowdie

    Rowdie  - 1 year, 7 months ago  - Report

    Post release demos sounds like a plan.
  • Duraji

    Duraji  - 1 year, 7 months ago  - Report

    I would ONLY pay for a demo if it offered a discount on the final game or bonus content, and was something that I'm pretty sure I'd want to get, too. I still don't understand why the programmers can't just pull out a single level and offer that as the demo; they should plan early on to work out a playable course and hold onto that until about a month before the release of the final game.
  • rezapoc

    rezapoc  - 1 year, 7 months ago  - Report

    Both Crackdowns had great demos as did MGS 2 with its famous tanker level.
  • HitmanSB07

    HitmanSB07  - 1 year, 7 months ago  - Report

    I don't enjoy timed demos, it makes me rush the demo because of the window of time. i would've prefered if the just cause 2 demo was smaller but not timed than how it is now.
  • ZiegZeon

    ZiegZeon  - 1 year, 7 months ago  - Report

    Even though the game was balls, Silicon Knights did bring up a point with their Too Human demo, if the game HAD been good, it would suffer from having bad press for a shitty demo they had to put together from an unfinished game. I also like the point brought up with Stranglehold, another good example is the Wanted: Weapons of Fate demo. Makes the game seem awesome when its not. But some are good, like Infamous had a GREAT demo. But I agree, MW2 didnt need a demo (though they should have beta'd the damn thing.)
  • CARDYKEV

    CARDYKEV  - 1 year, 7 months ago  - Report

    I grew up playing demo disks that were included with various PC magazines and personally if i like the demo i would happily purchase the game. Why not create something like the half life demo, a level made specifically for trial focused around the universe. Something to do with being rushed by the publishers maybe?! and if its naff it doesn't matter because enough people have baught it.
  • pin316

    pin316  - 1 year, 7 months ago  - Report

    I will never pay for a demo. Personally i think the industry has this idea completely wrong, and all it would do (worst case scenario) is result in fewer copies of new IPs being sold - discouraging the production of titles that are not seen as automatic cash-cows and eventually screwing up the industry.

    I very much doubt this is something we'll see from smaller studios that produce new titles. They can justify it with all the bs they want, but at the end of the day this is just another way of the big companies trying to rinse as much money as possible out of us.

    Personally - they can stick it where it doesn't shine. If I have to start buying games and then returning them within my period of statuatory rights if they turn out to be crap, then i will do.

    Oh, and they can forget about episodic developement releases as well. If anyone is willing to pay money for just a section of a game and risk the possibility that the suits will decide it's not profitable and they'll never get to finish it, then they're a fool in my opinion. If a company isn't confident enough in a title to finish the development in the first place, then they shouldn't be releasing the game.
  • philipshaw

    philipshaw  - 1 year, 7 months ago  - Report

    Demos are the best way to generate sales for a new IP. A lot of my friends won't have bought Heavy Rain if it wasn't for the great demo
  • Joshin69

    Joshin69  - 1 year, 7 months ago  - Report

    Demos that were the sole reason i was convinced to buy the game... Just cause 2, Although i have yet to spend any real time there thanks to Red Dead. Brutal Legend, which i must confess i sold before finishing. The demo offered more than the game delivered. Zen Pinball on PSN really won me over. Dirt 2 and Grid were also big winners for me. There have been alot more over the years but these are the stand out over the last couple of years. On the whole about 99% of demos do what i want from them, make it easy to choose whether i want to buy a game. The best advise for a new or relatively unknown IP that the devs and Pubs have high hopes for is make a demo, for free.
  • blodden

    blodden  - 1 year, 7 months ago  - Report

    I like a good demo. The little ones you got from magazines were really good and I remember playing ssx on it which made me get it. Also a more recent one I played which was a while ago was the Bayonetta demo which made me want to buy it seeing as it didnt have a time limit.
  • blocpartier

    blocpartier  - 1 year, 7 months ago  - Report

    It makes sense that they would demo the entire game for a window of time rather than just a snippet of one small section of the game.

    It's just like pirating music. If you really liked an album that you pirated that you listened to all the way through and you felt that it was worthy of your ownership, you would go out and buy it.

    Not sure if this concept would hold up to video games, but Just Cause 2 is a perfect example.

    If other developers followed suit with what Just Cause 2 did, it could actually decrease piracy of games all across the board simply because of how much the demo offers to its players.

    Recaptcha: specimen shove
  • DriveShaft

    DriveShaft  - 1 year, 7 months ago  - Report

    I think unless the game is GTA, there should be a demo. I bought both Heavy Rain and dead space based on demos.
  • HotCyder

    HotCyder  - 1 year, 7 months ago  - Report

    I used to remember the good ol days - when you'd get a Playstation Demo disc from a magazine and play all the demos to death on it. I still remember fondly the one that came with my old playstation as a matter of fact - had Crash Bandicoot 3, Medieval, Bust-a-Groove and some surreal game where you played at a beach ball.
  • JohnnyMaverik

    JohnnyMaverik  - 1 year, 7 months ago  - Report

    For new IP's and sequels to less than generally beloved games (e.g. Kayne & Lynch 2) I still think demo's help a lot. A lot of publishers and developers would be stupid to scrap the idea completely, while a few probably could.
  • Defguru7777

    Defguru7777  - 1 year, 7 months ago  - Report

    I love demos. I was convinced to buy Overlord and Brutal Legend because of their demos. I also really like demos that have an effect on the game, like Crackdown 2's pre-release Achievements and Mass Effect 2's ability to carry your character over to the actual game.
  • Ensoul

    Ensoul  - 1 year, 7 months ago  - Report

    Does buying agame that comes with a Demo count as buying a Demo though? (See Crack Down and Halo 3; ODST and Reach)

    I rather like free demos; the idea for charging them not so much. It seems this console generation more then any other is determined to nickel and dime it's consumers over everything it can. I understand these things cost money, I understand a lot of hard work goes into many aspects of the industry and I understand not everything can be free. Still though, asking me to pay for something designed to get me excited about your game?
  • Higgins

    Higgins  - 1 year, 7 months ago  - Report

    Paying for a demo? That's just ridiculous indeed!
  • GangsterJew92

    GangsterJew92  - 1 year, 7 months ago  - Report

    I wouldn't pay for a demo, even for a Halo or Call of Duty game
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