ORIGINAL: Erik Rutins
Ah, the old demo discussion, coming back for another go round... I wish I could just link to the past discussions, but I don't have the time to search for them. Let me hit the highlights:
Making a demo is not easy because:
- Demos get on average 5 minutes of a customers time to create an impression. With wargames, this means that more often than not a demo generates an unfavorable impression as no one invests the time to actually learn the game
- A demo needs to show the game in a favorable way while only allowing access to a small portion of the game's content. With a wargame, that means you need to invest in additional tutorial/documentation work to try to get past the "5 minute" issue.
- Wargames are made on a shoestring budget compared to most games. In order to have a demo be relatively easy to split off from a development standpoint, it is best designed for from the start and because of the above points, this generally doesn't make sense.
Now we have released demos in the past and we will release demos again in the future. Most often, we do so for games that also go into retail. What results have we seen? In general, even when we carefully choose which games to demo and put extra effort into those demos, they generate almost zero sales for us at the end of the day.
We find that we can educate a customer much better about a game through AARs, Tester comments, interaction with the Designers and Developers on our boards as well as written previews and reviews. In the past, we tried demos for some wargames that really were not ideal for demos and we actually saw _negative_ sales from that. Now that would be fine if that meant that customers were being educated by the demo. But what we saw in forum posts was that in fact customers were being misinformed by the demo and the impressions of demo customers were at odds with the experiences of customers who actually owned and had played the game for more than 5 minutes.
Frankly, in our experience, demos are _on average_ not a good way to show off or explain wargames. For other types of games that are much simpler, they make good sense. I'm sure that for some of our customers, this is not true and that a lack of demos costs us some sales. But overall, we actually educate customers better and make more sales by focusing our resources on the other promotional methods so it's a good decision for us on the macro scale.
Max 86 is right. That took less than 5 seconds to find.
I don't have 5 seconds to look up what Erik said because I already read that somewhere in the past, as much as I respect Erik I believe his statement is incorrect about demo's, actually I find it a cop out, this is 2013 not the dark ages of computer war games, Battlefront does not seem to have a problem with demo's doing this or doing that. Instead of quoting Erik like he is your god how about your opinion Aurelian, do you agree with what he said? Now be honest.
I asked a legitimate question and expect an answer or an opinion if possible without a snide remark if that is possible, besides my question was directed again to Erik, just maybe he might have a different opinion now then how he felt some years ago.
You asked a question that has been asked, and answered, over and over. You got the answer. If you don't like the answer, that is your problem and yours alone.
Here's another snide remark or two. Don't want your question answered by just anybody, then don't post it on a public forum. And take 5 seconds to use the search feature. If you can take the time to complain about answers you don't like, surely you can take the same time to search.