Become a fan of Slashdot on Facebook

 



Forgot your password?
typodupeerror
×
The Almighty Buck Entertainment Games

Not Offering A Demo Better For Indie Games? 56

Thanks to DIYGames for their article showing surprising results from an independent game developer who offer games for sale directly on their website. According to the piece, "Every other visitor to the website is given an alternative page for each game that does not give them the option to download a demo of the game. The idea is to see how sales are affected by not giving users a free demo." So, while the article points out that "the results are less than scientific", 43.3% of total dollar volume came from 'demo available page', and 56.7% of the dollar volume from the 'no demo available page'. The developer concluded by working out that "not offering a demo increased sales revenue by roughly 31%." Does not offering a demo increase the sales of a game, sometimes, or is this just crazy talk?
This discussion has been archived. No new comments can be posted.

Not Offering A Demo Better For Indie Games?

Comments Filter:
  • Depends (Score:3, Insightful)

    by antin ( 185674 ) on Sunday October 26, 2003 @03:37AM (#7312584)
    It all depends on the game, you really have three situations:

    1) Crap game. Releasing a demo just lets people find out ahead of time how crap it is. Sales plummit.

    2) Great game. Releasing a demo allows people to discover how great the game is. Sales increase.

    3) Average game - in this case I am not sure what happens. Do people buy it because it doesn't suck? Or do they skip it because it doens't rock?

    I would think that the choice is pretty easy. If you have a great game, you should always release a demo. If you have a good game that people aren't that convinced about, you should release a demo. But if you have a crap game, never, ever, ever release a demo...
    • Re:Depends (Score:3, Interesting)

      by Hedonist123 ( 681091 )
      But you should only release the demo if you've already developed the game to the point that it's going to rock. Many a good game has been ruined by releasing a crappy demo. People play the demo, see it sucks, and never try the real game, whether it's good or not. Good development is the key.

      hed.

    • Another factor to consider would be the type of gamer. For example, if a first-person shooter demo is released, there is a segment of the gaming population that will be satisfied with the demo - the type of people who don't really care if they finish a game and instead just want an hour of fun every once in a while.

      I've also had the personal experience where I've enjoyed a demo quite a lot and played it for many hours, but subsequently found myself shopping for a game and ended up buying something else o

      • Or, in cases like mine, where about 75% of First Person Shooters make me violently ill but a few don't. I don't hate the genre, I just don't trust that I can play the game without a demo. My best guess is bobbing is only part of the problem (I usually turn it off if I can), turn/look speed and too-wide camera angle are the other parts. The 3rd person game Darkened Skye makes me ill with its rapid scrolling and too-wide camera angle, for instance (it's the only 3rd person game I can't play that I know of)
    • I think a demo for a good Role Playing Game would have a better chance of getting the user to buy the full game (assuming it doesn't suck). A demo for a rpg would probobly stop at a certain point in the plot, and the user would want to find out what happens after.

      If you've ever read a good book where after every page you just couldn't stop reading, this is kind of the same. The demo would have to stop at a certain, suspensefull point in the plot that leaves the user wanting to continue to play. As long as
  • The experiement wasn't a very rigerous scientific experiment. It's possible that the games offered on the "no download available" page are more apealing than the games that have demos. For a real experiment you'd need some way of having a control group. Like half the people who go to the webpage can download a demo for a certain game, and the other half are told no demo was available. Of course i believe Amazon or some other big retailer just recently got into trouble for trying to do some similar experimen
    • For a real experiment you'd need some way of having a control group. Like half the people who go to the webpage can download a demo for a certain game, and the other half are told no demo was available.

      You need to read it a little more carefully. That is exactly what they did.

      • Whoops, you're right. I did actually read the article last night, but i must have gotten confused. Somehow i thought it meant there were two groups of games, one which had demos and the other which didn't. That'll teach me to post while sleep-deped.

        Ah well, the other point still stands. Is this an example of people being jerks, or an example of people being tricked into buying something they don't really want? Unfortunatly i can't think of an easy experiment to do which would give you an accurate answer.

  • Does not offering a demo sometimes increase the sales of a game?


    I think you mean: "does sometimes not offering a demo increase the sales of a game?" That's a much different (and more relevant) question, and the answer is probably yes.

  • by Anonymous Coward on Sunday October 26, 2003 @03:56AM (#7312632)
    maybe they could have asked decent questions, obtained scientific results, and provided some social psychology major with raw data for his thesis. Too bad, now they'll just have to have an MBA look at his magic eight ball, and guess the wrong answer.
  • just do the math (Score:5, Insightful)

    by rhild ( 659603 ) on Sunday October 26, 2003 @04:05AM (#7312652) Homepage
    Let's say 100 people visit the site. Let's say they all want to buy the game, but if given the chance to download a demo first, they will.

    Of those 100, 50 hit the 'no demo available' page and make a purchase.

    The other 50 hit the 'demo available page' and download the demo. They like it and come back to buy. When they come back to buy 25 will hit the 'no demo available page' and make their purchase. The other 25 hit the 'demo available' page and make their purchase.

    The result: Of the 100 people 75 make the purchase from the 'no demo page' and 25 from the 'demo' page, thus proving demos are a bad idea???
    • Comment removed based on user account deletion
      • That's a specific example of a general problem: cookies don't track people, they track user accounts on specific browsers. So some demo users may use
        1. a different account
        2. a different browser
        3. a different computer
    • by Kwil ( 53679 )
      Visitors were tracked with cookies.

      Those that had cookies blocked were put in a separate pool and not counted for the experiment. The amount that had cookies blocked was apparantly non-significant in any event (1% or so)

      Of course, there's still a couple of problems with the data. Presumably those who grab the demo will be making their decision to purchase somewhat later than those who do not have the option to get the demo. Which means the results are going to be skewed by whatever that time-period differ
      • Were people with cookies blocked given the opportunity to download the demo? I almost always block nonessential cookies. So if I went to that site, I would have blocked the cookie and then downloaded the demo. If I liked it and wanted to buy it, I would have returned to the site and accepted the cookie and then bought the game, regardless of whether I was given the chance to download the demo at that time.

  • Only... (Score:3, Funny)

    by dpdawson ( 624716 ) on Sunday October 26, 2003 @04:14AM (#7312678) Homepage

    if your game sucks.
  • Even ignoring for a moment if there were problems with the methodology here.

    If you can definitively tell me "people who had the option to play the demo were 13% less likely to then buy our game"..

    I am not going to interpret that as meaning "demos make people less likely to buy games"...

    I am going to interpret that as meaning "your game sucks"...
    • I am not going to interpret that as meaning "demos make people less likely to buy games"...

      I am going to interpret that as meaning "your game sucks"...

      That only works if you also make the corresponding interpretation that "people are more likely to buy the game if they don't know it sucks." Unfortunatly that second assumption can form the basis for a reliable buisness model if you don't care about repeat customers and are willing to stake your company's future on "there's a sucker born every minute."

  • How are you presenting this to the user? If this is a random 50/50 chance of getting a page with a demo, then someone else already analyzed why that case makes it seem like the no-demo version is more popular.

    Lets say you give the users a choice: "Download and Try then Buy" or "Buy"... if you've already downloaded and tried it, which are you going to click on when you decide you want to buy it? Probably the buy link, unless you loved the demo so much you're wanting to download it agian.

    The only way real
    • Re:Other variables (Score:1, Interesting)

      by Anonymous Coward
      actually, it *was* done with cookies and tracking. so yes, if you got the no-demos version, you should keep getting the no-demos version every time you come back.

      However, the demo was still available on download sites, so it was quite possible for people to come to the site and get the no-demos version after already having played the demo somewhere else.
  • .. that the demo of the game wasn't all that exciting?

    No, this is not a very scientific test. Perform it with the Wind Waker, and you'll get numbers in favor of the demo. Perform it with Daikatana, and you'll get results in favor of no demo.

    What the demo does do is let you know if a game holds up to the promises made by the marketing team. This isn't so useful with companies that make bad games because they haven't suckered the customer out of their money yet.
  • Battlefront (Score:2, Insightful)

    by BigDork1001 ( 683341 )
    battlefront.com [battlefront.com] offers several games for sale only over the internet including their very successful Combat Mission series. The CM series is great but if I'd never been offered a demo to play I highly doubt I'd own both games that are out today and have my credit card ready for when the third goes on sale.

    The fact is, games are expensive. I'm not just going to blindly buy a video game. For console games I'll rent them before I buy them and for computer games I get a demo first. It's how it is. I'm not going

  • Those people probably have lots of cash, are interested in the game, and are going to buy it.

    The differences in sales are so small, and the test probably not rigourous enough for any conclusions.

    Demo versions of games are a good idea. So that we can try out games before buying them.

    I think demo versions are good for developers too. So they avoid refunds, and agry people. Unless they really believe they have a rock solid game that will work well on everyones weirdo computer setups. Oh and if the
  • 10 days (Score:5, Insightful)

    by Scarblac ( 122480 ) <slashdot@gerlich.nl> on Sunday October 26, 2003 @06:24AM (#7312916) Homepage

    The test was over 10 days. People who get the option to download a demo will usually do that first, even if they plan to buy anyway. If they like the game, come back to buy it. Probably, say, a few days later.

    There is no such delay in people coming to the site, planning to buy it anyway, seeing no demo, thus buying the game.

    Which means that if you only test for 10 days, this effect is significant. Not everyone who downloaded the demo and will buy it after a few days has come back yet.

    And worse, half the people who do come back happen to get the "no demo available" page that time, so that they're counted wrong (as someone else mentioned).

    In total, this is meaningless until you a) keep track of which page people got, and always give them the same one, and b) do it over a longer period.

    Which is why they said it was "less than scientific". Which makes me wonder why they still tried to conclude things from it, if they knew the numbers were bogus...

    • In total, this is meaningless until you a) keep track of which page people got, and always give them the same one, and b) do it over a longer period.

      Steve Pavlina of Dexterity Software detailed the tracking procedure in a post to the relevant topic [dexterity.com] on the Dexterity forums:

      "A cookie does remember the odd/even distinction, so it's the same on every return to the site, unless something has wiped out the cookie or it's been blocked. Visitors who block cookies are tracked separately, so their data isn't par

  • by werdna ( 39029 ) on Sunday October 26, 2003 @10:44AM (#7313460) Journal
    In the early days, when titles were more sparse, we bought them all, if we could. We wanted just to see what they did, and what they could make our computer do. A box cover that showed and told was all we needed. We would play the game a bit, see that it wasn't going to involve us utterly, and set it aside, happy to know what it did, and not really feeling cheated.

    I suspect, if free demos abounded, I would never have bought half of the games I paid for. Today, the market is quite different -- we are not all hobbyists anymore, prices are higher, we are mostly jaded about what are computers can do and games no longer astonish merely because they exist.

    Still, I think that property -- for marginal games -- may account to some degree for this behavior.
  • by Anonymous Coward
    This "study" also does not take into consideration that game demos tend to make their way onto other game websites (fileplanet, and the zillion others). So what percentage of these people who got to the "no demo" buy page had actually PLAYED the demo, downloaded from some other site, and were at the site to purchase the game based on that??

  • My first thought was - isn't this affected by the quality of the game? What if people downloaded the game demo and realized it sucked? In order to make this slightly more scientific, one would have to try this over many titles, not just one.

    Also... large publishers like Activision release free demos all the time: if it really weakened demand for the final game, I think they'd be able to detect that and they wouldn't be doing it anymore.
  • If you download a demo and see that it's a crappy game or just that it just isn't fun to play, you won't buy the game. If you can't know before buying if it's good or not, you'll take the chance. But anyway, us consumers should boycott companies whose sole interest is a 20% increase in sales and don't give a damn about good costumer service.
  • This may work on small time scales since people will browse and see the game, notice there's no demo, and buy to see what it's like because it's cheap anyway, etc. There's lots of reasons they may buy it.

    However if they hate the game and they've spent money, it'll feel like wasted money and they probably won't come back for more. Thus on a longer time scale you may lose more money since you could have less repeat customers.

    There are two solutions to this as far as I can see. Produce 100% excellent games t
  • It's all relative (Score:2, Insightful)

    by thirty2bit ( 685528 )
    There are too many factors involved.

    Is the game the type that the viewer likes? RPG, RTS, FPS etc.

    Do the graphics 'sell' the game adequately?

    Does the buyer have $xx in their pocket to gamble on an unknown game?

    In the case of multiplayer, are there enough others using multiplayer? That's for those out there who prefer multi over single.

    Are there reviews attesting to the quality of the game?

    All of this makes the 'demo vs. no demo' a superficial argument.

  • I rarely play demos, they tend to be too large, which does not feed my fix of playing now, and they are too limited, which does not give me a good idea of the scope of the game.

    The thing I look for when deciding to purchase a game is a review, usually on Gamespot. I can get a general comparision of what the game is about from the article, but I generally use the reader's score over Gamespots score which gives me a better idea of the quality of the game. The problem most indy games don't get reviewed on s

    • The reviews can be quite good about deciding wether you want to buy a game or not. But a demo is what you need to test your system with the game.

      I mean, I just don't care how good or bad you say that Neverwinter Nights is if it goes only at about 3FPS in my computer.

      For not so demanding games reviews are usually enough, given enough of them. You have to read between the lines and guess what are the problems the game has and if you could live with them.

      No game is perfect.
  • Try and do this with a $50 game. People will want to try it first and see what it's like before they fork out the money. Now try it with a $5 game.

    Also, how many people that bought the game from the demo page actually tried out the demo? That is, how good was your "pitch" of the demo? Did people try it?
  • Anybody think that maybe the higher number of purchases for nondemo page is due to demo downloaders coming back and buying the game (ie. repeat visitors)

    On another note, it has been found that 64% of all statistics are meaningless...
  • What everybody has neglected to mention is the long term effects. And I hate to say it, but this is exactly what we all bitch and moan about the big corporations doing. They're all motivated by short-term profit. Now lets what happens when you make a game and don't offer a demo.

    If its good, people will buy it and spread the word.

    If its bad, a few suckers will buy it based on what they've read in press releases and spread the word that it sucks, and others won't buy it.

    Now, lets say that another game is

  • The best way to make money selling software is make the purchasing procedure as quick and easy as possible.

    If you're expecting people to send you a cheque or money order you will see little to no money.

    If on the other hand you have something like a 1 click paypal button or e-commerce site such as regsoft.com, you will see greater returns.
  • I think however that providing a demo will prove the game either is good or a peice of trash. The consumer has a choice here and drives the market.

    Having no demo leaves the consumer with little choice to try the game based on impressions that the company gives you. Much like seeing the best parts of a movie before you go to see it only to find out all you needed to see was the preview.

Make sure your code does nothing gracefully.

Working...