Sales and Demo's

Now here’s a topic quite near and dear to me, someone posted this article: http://www.gamespot.com/articles/game-demos-can-hurt-sales-suggests-research/1100-6410863/

Then sort of tried putting me off releasing a demo, but:

I’m not sure I agree, if you’re trying to build a reputation as an Indie. Why not try and get it in as many hands as possible? Even if it does dent sales, it could spread the wealth for a follow up so I’m not sure why it’d be a problem? Also you’d know people buying your game truly like it.

Personally I believe if you land at a point where gamers do want more (a tricky thing I know) it could aid instead of impair.

Thoughts?

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One of these days when I actually make a game to sell I will absolutely offer a limited time free demo. The reason for not releasing the demo is to maximize money by giving no choices except buy or not. Of course this could drive more people to start pirating in time as well.

Anyway ideally I’ll release a web version for people to check out the first 45 seconds or so of play.

I’ll also have a free download verson stripped down with about 1 to 2 minutes worth of play.

One of the biggest reasons is I’d want them to be able to make sure the game runs fine on their machine. They should be able to determine that before buying not after.

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Not news to me. Let me tell you a story. It’s based 100% on personal experience, very little of which is from the games industry.

So, once upon a time, I was a teenager, who was going to college. I needed a job. I (eventually) got to work in a local grocery store. After about a year, an opportunity came for a promotion - I went from bagging groceries to food demo work. It was good - I immediately got roughly a $1.75/hour raise and two more hours per work day to work! Good times all around!

…Until I had to actually do it.

The way you sell food in a grocery store, is identical to selling games through demos. You make the food - carefully, with great attention to smell output, how it tastes, the presence of item close-at-hand for those impulse buys, you make noise…and from there you pretty much give people food and pray they buy. It’s more complicated, of course. You have to know how to make it. You have to take temps to ensure safety. There’s setup, sometimes there’s kits to aid your efforts, sometimes you make your own. Sometimes it works, sometimes you horribly fail.

For the first three years or so, in a manager’s words I was “the redheaded stepchild” of the sales efforts. Yet, I was doing exactly as I had been trained and told was the “right” way to sell food. Yet, all that I was getting from my efforts was A) low sales, B) grumpy reactions from bosses, and C) grumpy reactions from the people I was giving food to. It was a no-win scenario. I’m all but sure they were going to bust me back down to bagger for a while, and with good reason - the numbers never lie.

Eventually, I got sick of it. I could tell it wasn’t working, and I’m the kind of person who can fail if and only the failure is fruitful - this was the polar opposite of that. I was considering quitting, so I wasn’t afraid to try things the Asvarduil-as-a-demo-dude way, and this was a four part plan. Part the first - no more samples. Part the second - do more research on the item and my local demographic. Part the third - since my customers were already conditioned to get stuff from my stand, fill it with buyable product, which leads directly into part the fourth: use coupons and other things to eliminate buyer’s guilt.

Numbers were what truly mattered, but interestingly enough, I was able to do this without sacrificing my ethics. I was open and honest with my customers. If something had sucralose in it, and they risked adverse reactions? I’d show I cared - I’d tell the truth and say, “maybe next time.” You’d be amazed how well being a salesman who was genuinely trying to pair products to people who could enjoy them safely, worked. Those numbers got bigger. Sometimes, I even outsold the most senior salesperson there. I mentally laughed my butt off when I was told, “You’ve really turned it around! Whatever you’re doing…keep doing it.” If only they new that what I was doing was pretty much telling conventional grocery store sales wisdom what it could do with a block of cheddar, a length of string, some high-gauge wire, and 120V at 10,000 Amps.

You wouldn’t think this would work. You’d think this is crazy. Who - in their right mind - would buy stuff…without tasting it!? Well, you’d be surprised, and the reason is somewhat counterintuitive - you’ll find it’s easier to sell an idea, than something that is directly experienced. When you’re exploring something unknown it simply has more intrinsic value than something you know intimately for a short time. For food, if you’ve eaten it, you no longer want it - you can go back to what you normally eat. For videogames, if you’ve played it, you no longer want it - you can go back to your pet favorites.

This is why I didn’t follow through with The Hero’s Journey on the Ouya, even though it later turned out that my game wasn’t as good as I wanted it to turn out. The Ouya made demos for games mandatory. As soon as that little detail came out, they lost me - I’ve seen this before. Not months later, my predictions turned out to be accurate - Ouya was bleeding developers. It wasn’t because the hardware was terrible, it’s not that different from your average smartphone. It wasn’t the idea - I don’t think anyone writes games because they don’t want to see their work on a console. It was the execution. If I invest time into writing platform-specific code, I want at least a little return on investment.

So…no. Demos are not a good idea. They’re not in food, they’re not in games, for the same reason. I think this is why the various Expos are a major thing - you can show your game, generate hype, whet appetites, but without players feeling like they’ve “already had” your game. This is the reason why Let’s Plays and Dev Livestreams are effective - you can show the value of your game, but without giving players the feeling that they’ve already possessed it.

EDIT: Piracy. That’s the stickler. Piracy is either one of two things - someone who just won’t buy, or someone who has to turn to shadier channels to obtain, since legitimate acquisition is, for whatever reasons, not an option.

The first option, you can’t do jack about. There are lazy-butts all over the place. The only legitimate option for them, is to mourn their lack of ability to be better people.

The second option, though…that’s the good part. With games, we have options. Digital downloads are king. Make that product available, allow people to legitimately get your quality good. Break the barriers to buying. I kept product on my demo cart for a reason.

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Some interesting thoughts, are we sure the issue wasn’t just with the Ouya? As we could have Android games on your mobile anyway? Was it fiscally worth releasing to Ouya?

There were demo’s of FF7 / Mass Effect and they did great, not to say indie’s can afford to stack up. But at one point you bought playstation magazine for example with many demo’s, did it really hurt sales?

@AndrewGrayGames I remember you sharing that story before. It’s funny too because when I am in Walmart and getting a bit hungry not enough for a meal but just a little snack I always make a round and see if anyone has a little table of samples set up. lol

However, although my frame of mind was not to buy one way or the other there have been a few times I tried a sample and thought dang that is good and ended up spending $20. Most of the time no. No intention of buying just have the munchies.

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Well everyone sticking there grubby little fingers in it kinda puts me off, so err yeah free food isn’t exactly something I’d ever try :smile:

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Ha ha. Well in these cases they are little cups of polish sausage, or cups with a couple squares of cheese, or little trays with a few crackers and a slice of cheese. It’s not something people just stick their hands all over. Generally the salesperson hands it to you. But still having drank out of the old water hose and eating dirt a couple times as a kid and still being here I don’t worry about it. lol

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As a gamer I’ve my attitude towards demos has pretty much gone full circle. When trying to decide if I wanted to buy a game on steam I was getting frustrated as going by the trailer a game seemed good, I’d buy it and then discover it was bad and only get 1-2hrs of play. I found myself wishing for game demos so I could try it and only buy it if I really liked it.

Then the user reviews were introduced on steam and I also learned to search YouTube for videos on any game I was interested in if I was still unsure about buying it. This made demos pretty much pointless as I could see the real gameplay, not just a hype trailer and also had access to real user reviews.

I’d rather spend 10 minutes researching a game I might buy than download, install and play a demo that I then need to delete afterwards.

Also - a note on piracy that also relates to demos. Occasionally I’ll find a game that I like after researching it but can’t decide if it’s something I’ll continue to be happy with for at least 20hrs to get my money’s worth. Mostly happens with indie games that have a new mechanic or take on things. In this case there has been a few times that I’ve pirated a game so I can try it out. About half of those have led to me buying the game, the other half I’ve played for a bit and then deleted.

I haven’t done this in over a year now as my buying methodology changed again but the point is that if someone really wants to try a “demo” of your game then they can just pirate it.

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I was trained that, if someone feels up samples, to trash the ones they touch. I wore gloves, a hairnet, and goofy-ass clothes for a reason. That reason had nothing to do with high fashion.

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Sure you want to fess up to that on a public forum full of hard working developers? Not the smartest choice chief.

Piracy is a real issue that game devs face. To beat it game devs need to understand why people pirate games to begin with. One answer is that they’ll never buy the game and they pirate it because they want it - this is the usual case that is brought up and politicians and big companies try to fight.

It’s all the other reasons why people do it that can be worked on and eliminated if it’s actually studied enough. I’m just starting out in game dev, but if I release a game and it’s popular do I expect it to be pirated? Yes. Am I going to do everything I can to prevent that from happening? Yes. Will it happen anyway? Yes. Things like an appropriate price point, good distribution system and realistic trailers can help but some people do just want to try before they buy. I provided some insight to why I did this in the past to maybe help others find a way to eliminate piracy that occurs from it. Especially for indie devs as I found those were the titles I wanted to try first, not the triple A ones where I knew what to expect.

As mentioned though I haven’t pirated a game in over a year. I also have no pirated games on my computer and no longer feel the need to pirate games in order to determine if I want them. The crux of my piracy is that I would have bought none of those games if I hadn’t tried them first. By being able to play them first some devs actually gained a sale from me.

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Anyway back on topic, it seems the let’s play vidz and other research portals do make demo’s a little redundant. We all know ease of use today is a big thing…

I’m torn, yes I have purchased games that I played the demo of but mainly I try a demo to see what the fuss is about & sometimes to try a mechanic that seems interesting then delete without buying because I just never intended to buy it. I can’t think of any game that I never thought I’d buy but played the demo of that I then did buy after the demo changed my mind.

Edit: in that first sentence, the ones I played the demo of & purchased were ones I was buying anyway but the demo was out before the game was released & I needed something to satisfy the cravings.

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I think maybe something worth looking at is why not release a tiny free demo. What are the cons to doing so?

The biggest is probably that many people would be happy to just play the demo version. I personally used to have a collection of game demos that I played. In those cases though they had provided a demo that had maybe 10 minutes worth of gameplay time. And honestly that was plenty to satisfy my gaming desires. These covered both Indie and AAA games. Honestly, when it comes right down to it there are few games that are really so well done so interesting that they prompt me to buy them.

So the argument could be made that if the games themselves were better (more interesting) the demos would create sales. Since most games are not that way the demo provides enough of a play experience that the player does not need any more.

Some demos used to have 20 to 30 minutes worth of play-time. I always thought that is way too long. As we can see clearly today a lot of gamers want games they can jump into and play for a few minutes here and there. I think demos used to be a good choice for such people.

On the other hand I’ve played many demos and thought I am so glad I didn’t buy this!

So… yeah I guess the thing is when you are getting a game in demo form or otherwise that is when you want the game. The demo allows you to try and not buy the game. It is probably much more effective at that. I still think that is a good thing though. I wouldn’t want people to buy the game just because they had to so they could try it out. I’d rather give the demo and let them try it and if they decide not to buy then so be it. I don’t want to force stuff on people. If they are not happy with it then they shouldn’t buy it.

I think these issues could be removed though. Definitely I’d make the demos tiny. There is no reason to make the demo have more than a few minutes worth of content. With a demo we have to understand the real reason for making one.

For me a demo:

The obvious one: generate some buzz because the free demo is part of our marketing strategy. There are two things beyond this that are important to me.

Allows the player to check and be sure the game runs on their system
Allows the player to get taste for the game

The first is important. We’d want happy customers not tons of support tickets. This half caters to the player and also has a benefit for us. So it is a win-win.

The second part while beneficial to the player also helps us. Another win-win. Because ideally that small sample of the game hooks the player. This is why the free sample should be tiny. Just enough for them to experience what awaits them inside this game and no more.

If we put out demos with 10 minutes of play those 10 minutes better allow the player to see a scaling effect happen. By that I mean a new puzzle or mechanic introduced, some interesting DIFFERENT thing happening between when they first start playing and reach the end of the demo. The demo should be saying to the player all of this awesomeness awaits you. This is but a tiny glimpse into the world. Sadly most demos including AAA have little going on pass the 10 minute mark than they had before that time.

Ideally we want the demo to end right at the point the player had just achieved something. They are feeling great. They accomplished something. At this moment they are thinking this game is awesome. At this moment the demo needs to end. Great demo design is an art in itself and I think few people have done it right. If a lot of people are saying the demo is way too short it has to be longer then you have probably created the perfect demo.

The article reminds me of the old phrase, “Lies, damned lies, and statistics.” It even acknowledges:

That’s going to completely corrupt the numbers.

Minecraft is a good counterpoint. It had a free alpha demo, and I hear Minecraft did okay in sales.

I agree that Let’s Play videos might make demos a little irrelevant nowadays, though. We’re social creatures. When a real person gives you their opinion on a game, it can sometimes mean more than trying it out on your own, as contradictory as that sounds. And it’s easier to hop over to YouTube than to download and install a demo.

Demos and early access of moddable games makes more sense for indies. When gamers start modding, they get more invested in the game, and they help to build a community around it.

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I think the only time a free demo won’t hurt sales (or at least not as much?) is when the game is so great that it would also sell fine without a demo anyway. I have quite a few games in my steam library that I would have not bought if I had played a demo of them beforehand. I can’t think of any game I bought because of a demo in the recent years.
I think free Weekends on Steam can work. People get a taste of the real thing and since the game progress carries over to the full version if they buy it after the free weekend they get invested and might want to finish what they started. I tried Total War Attila in a free weekend and will likely buy it, or some other Total War game, at some point, whereas I would probably never have bought any of the games if I hadn’t played it on the free weekend. Didn’t know I could enjoy that kind of genre and the game is far too complex to make it a quick demo. The “tutorial” part of the campaign took me like 8 hours or so.
On the other hand I would have been likely to buy Killing Floor 2 in a sale at some point, but after trying it on the free weekend I knew quickly that I don’t like that game at all. Same happened to 2 of my friends who uninstalled it even quicker than me. It would be interesting to see how a free weekend WITHOUT A SALE affects sales numbers on such a game, but I’m not sure if there ever has been one. Usually it’s a combination of sale and free weekend to really push people into buying.The exposure on the steam frontpage alone probably does boost sales a lot if the game suffers from lack of exposure.

I have no data on this, but I could imagine demos that hurt sales might improve steam user ratings for a game because you prevent people that would not like your game from buying it and leaving an angry review. If that actually is the case (just speculating here) an argument could be made that this effect can generate more long-term sales if you get a really high user rating and enough exposure.
However I think a good part of this can (and should) also be achieved by better communicating what your game is and who would like it. I absolutely hate the practice of putting screenshots on steam that don’t represent actual gameplay. E.g. you sell an FPS and all screenshots are from cutscenes. Or you sell an RTS and all screenshots have the HUD disabled and the camera moved into dramatic but entirely impractical positions that during a standard match you would never see. I even had one instance where I really like the game but from the screenshots could have never guessed that it was actually a complex RTS instead of a run-of-the-mill generic action game.

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In today’s environment, I don’t recommend free demos. For the primary reason is that it’s not what people expect. And EXPECTATIONS matter! It’s why the same game can cost $0.99 on mobile, $9.99 on Steam, and $0.00 on the web.

Gigi

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Early Access is the new Demo.

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I’m not doing demo because I’ve no time to. I’d prefer to put more work into the game, and in any case the internet will tell each other what they think regardless.

Actually in some cases, how do you even demo the game? How do you demo Witcher 3? Give people 20 gig download for 1 hour playtime?

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I didn’t read through all the comments (trying to spend less time on the forums ;)), so forgive me if this has already been covered.

But if you’re focusing on a PC deployment via Steam, a demo isn’t really useful. For customers, the refund policy essentially means that every game’s full release has a built in demo period.

Although demos can have other uses like establishing additional funding, finding publishers, building word of mouth, etc. But I wouldn’t think of this so much as a traditional demo, more of a different kind of early access, or a teaser. Probably the best example would be something like the “Silent Hills” teaser.

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