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I'm a bit biased here, but absolutely the most memorable demo I ever played was the Final Fantasy My Life as a Dark Lord (WiiWare) demo.

It offered, untimed, the first chapter (say about 4 levels). After each level, you unlock a new item (traps, monsters, etc.) to use and you gain some currency which you can use to upgrade these things.

I assumed it would end there as it seemed a good stopping point, but it let you keep playing. After I completed the first level of the second chapter, I was thinking to myself "wow, is it really going to keep going?" Then, halfway through the second or third level, the characters, who had been popping up before each level to teach you how to play, appeared to tell you about the demo ending in a very self-aware way: "Hey, I was just getting started.", "You haven't even met me yet", etc.

It was marvelously done. I was very impressed. I replayed it a second time, spending lots of time replaying missions to max out my upgrades with the currency. I was quite impressed with how the demo handled itself.

I have to admit that I didn't purchase it (Square Enix does well enough on WiiWare that I felt they didn't really need my money), but it's one of those games I'm tempted to buy every so often

Clayton: thanks for sharing this! I downloaded that demo but haven't got around to checking it out yet... your account encourages me to give it a go.

One of the problems with demos might be that they are more likely to be a quickly put together afterthought than a well-designed sales pitch. Too many developers default to just the first few minutes (or levels) of gameplay for their demo. Sometimes that works, sometimes you might need to be a bit more creative.

There's a lack of solid data on demo conversion, in my opinion. I used to work for a games company that did a lot of A/B-tests on their web pages, but I couldn't convince them to do A/B-tests on different versions of game demos. I have a distinct feeling that time-limited demos often hurt more than they help, for reasons you've mentioned in your post, but without the data to back this up, it will always be conjecture.

In short, you should consider the demo as an important part of your marketing strategy and give it the attention it requires.

William: "In short, you should consider the demo as an important part of your marketing strategy and give it the attention it requires."

I completely agree! The problem often lies in the crunch at the back end of production; the team just don't have the time to do a good job, and there's a sense that the demo has to be out there before the game.

I thought it interesting that Dylan's Q-Games put the demos out for their PixelJunk games sometime after the release of the game. Those demos have been quite optimal in my estimations - I couldn't believe how generous the PixelJunk Eden demo was with its content. But then of course, as a download game there isn't the rush for promotion during the narrow sales window.

The retail system is actually quite hostile to most games because of the short time allotted for sales, and the demos suffer as a consequence of this compressive effect. With the cost of development being what it is, I don't see this problem solving itself.

As for your idea to make multiple versions of demos to test effectiveness - it's a fascinating idea, but I don't see many companies willing to pursue that degree of investment in what amounts to research. Perhaps some intrepid academic will explore this with a small game title at some point.

Thanks for commenting!

Have you ever seen the early teaser trailers that Pixar makes for their movies? They're not scenes from the movie, but scenes specifically designed as teasers which introduce you to the characters in memorable ways.

I understand if it doesn't fit into production schedules, but I wish game demos were more like that. I don't much like game demos as they're typically made, because it's always taken from the final game. But in the final game you feel like your efforts are building toward something. It's harder for me to justify the time investment of playing early levels (which are usually less interesting than the later ones) when my progress isn't saved or unlocking anything. So I think game demos ought to be separate from the game, self-contained little scenes that show you why the game is fun without making you replay levels: "Okay, now buy the game so you can do this all again, but for real this time!"

You know what, what I'm suggesting really isn't so unmanageable. A lot of games have prototypes. They make a simple level showcasing the gameplay, which demonstrates that it'll be fun, before moving on with the actual game. Why not polish that prototype up a little and release it as a demo? Granted, this needs to be considered right from the start of development, because whatever prototype is made needs to be complete enough to share. But the benefits seem considerable. I would think the demo would get a lot of word of mouth if it were a self-contained experience rather than a conventional demo. When people finish it, even if there's an ad for the game they'll still feel satisfied, which is a good association to make. It's also more likely to be played multiple times, if freed from the feeling that demos are a waste of time next to "the real thing".

So I think the optimal game demo is one which doesn't actually come from the game.

Mory: what your proposing is interesting, but it favours the player over the developer, and so might not be optimal in the sense I outline here (i.e. hitting the perfect balance between the two). It *could* be optimal - but only if creating the extra material significantly increased the conversion rate of the demo, which I am slightly doubtful of, and would need proving in some way.

Polishing prototypes probably isn't an answer, since usually prototypes are too rough for anything useful, and also tend to be based on material that already form part of the game.

To create new material adds to the development schedule, and thus to the cost of development - there would have to be some strong evidence of the benefit of this approach before it could be considered optimal.

Re: Pixar's teaser trailers - in the 1980s, this was a common practice in film promotion; making short films as promos. But now this has fallen by the wayside (barring Pixar) and instead we get a cross section of the movie pasted together with fast edit technique. I loathe this kind of trailer because it is often possible to derive the entire narrative of a film from the content in the trailer - spoiler rex, if you will.

It's probably the cheapest way to make a trailer, but is it an optimal trailer? I'm mindful of the fact that people such as myself who will view it as a spoiler are less prevalent than people who will take away solely a vague emotional impression of the content of the movie. This is probably why the trailers now contain all the "best bits" of the film.

Thanks for commenting!

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