Mastermind
Cognito Elite Material
- Joined
- Apr 15, 2010
- Messages
- 21,144
I've noticed a distinctive decline in the availability of trial versions for games. Was just ten years ago that virtually every game released would have a demo associated with it. Most recently, Jeff "Popamole" Vogel claimed his best selling Bioware simulator, Avadon's demo was not very good (I agree, the demo was shit, but I thought his previous demos were shit too and he praised those). He claims you can't really see what the full game would be like. I find this is generally true of any game. However, what, IMO, demos should do is give you a taste of how the game plays. When I played the shareware version of Doom 2, I do not need to try the BFG to get a good idea of what the game's combat is like. Hell, the shareware version had every weapon EXCEPT the last one, and it didn't stop the game from being a massive success. Nowadays developers try to stuff as little content as possible in games (sometimes insulting you by limiting you to something stupid like the tutorial). Neverwinter Nights comes to mind, where the rest of the game was considerably better than the shitty prologue that the demo consisted off. I almost didn't buy it because i assumed the rest of the game would be shit too (yeah yeah, codex hates NWN, but I enjoyed it well enough). So, what should a demo (rpg in particular) consist of? IMO, these elements should be present:
a) A good run-down of the multiple play styles (usually in the form of multiple classes, but if there is no class system give me a taste of the skills instead). Don't give me a mage for the first 2-3 levels, have him do nothing other than shoot generic purple magic missiles, then be surprised when I assume your game is shit. If that's all your mage can do in the full game too, you've got problems. If you have stealth options, let me see them. If you have dialogue options, let me see them. If you have melee options, let me see them. If it's a single character game and all your warrior can do is a regular melee attack, your game is shit. Don't bother with a demo. If your magic content includes more tactical spells (like D&D usually does), show some. Not everything of course, just enough to get an idea of how they play out.
b) Don't make me play your fucking tutorials. Tutorials have one purpose: to teach people how to play your game. So by all means include them, but if that's all you're gonna include, don't bother. I don't care for tutorials anymore (neither do devs, apparently, since they insist on blending them into the actual fucking games nowadays ).
3) Give me a decent area to play in. If your game is open world in particular, give me a settlement or two and a dungeon or two of decent size. Set the game later into the main game if you have to. Or even better, design an area or two just for the demo. I understand some devs have limited resources, but your resources are gonna be even more limited if you release a shit demo and nobody buys the actual game.
Examples of good demos:
Doom 2 (all weapons except the BFG, several fairly large levels to pay in), Jedi Academy(one level to showcase weapon combat, one for lightsaber combat, and IIRC they let you try out all the styles too), Command and Conquer 3 (multiplayer map with full tech trees for at least one side is near pefect when it comes to RTS. That you can cheat to play with NOD and a full tech tree for them too is heaven)
Examples of shit demos:
Dragon Age 2, Daggerfall, NWN, Diablo 2
Note the absence of RPGs in the first list and the prominence of RPGs in the second list.
a) A good run-down of the multiple play styles (usually in the form of multiple classes, but if there is no class system give me a taste of the skills instead). Don't give me a mage for the first 2-3 levels, have him do nothing other than shoot generic purple magic missiles, then be surprised when I assume your game is shit. If that's all your mage can do in the full game too, you've got problems. If you have stealth options, let me see them. If you have dialogue options, let me see them. If you have melee options, let me see them. If it's a single character game and all your warrior can do is a regular melee attack, your game is shit. Don't bother with a demo. If your magic content includes more tactical spells (like D&D usually does), show some. Not everything of course, just enough to get an idea of how they play out.
b) Don't make me play your fucking tutorials. Tutorials have one purpose: to teach people how to play your game. So by all means include them, but if that's all you're gonna include, don't bother. I don't care for tutorials anymore (neither do devs, apparently, since they insist on blending them into the actual fucking games nowadays ).
3) Give me a decent area to play in. If your game is open world in particular, give me a settlement or two and a dungeon or two of decent size. Set the game later into the main game if you have to. Or even better, design an area or two just for the demo. I understand some devs have limited resources, but your resources are gonna be even more limited if you release a shit demo and nobody buys the actual game.
Examples of good demos:
Doom 2 (all weapons except the BFG, several fairly large levels to pay in), Jedi Academy(one level to showcase weapon combat, one for lightsaber combat, and IIRC they let you try out all the styles too), Command and Conquer 3 (multiplayer map with full tech trees for at least one side is near pefect when it comes to RTS. That you can cheat to play with NOD and a full tech tree for them too is heaven)
Examples of shit demos:
Dragon Age 2, Daggerfall, NWN, Diablo 2
Note the absence of RPGs in the first list and the prominence of RPGs in the second list.