Can demos be the answer to our Hamlet neurosis?
“To buy, or not to buy: that is the question.”
We all know how important the success of a game must be for any developer. Hell, even developers who have been marginally successful have had to face the axe. The pressure of EA’s top dogs to pull out the winner this year and Activision’s rampage of cutting costs makes 2011 and 2012 look more like the antithesis of 2010.
And “Winning” may well be defined not by the metacritic scores attached to games but by first hand consumer reaction. The demo may actually play a critical role in a year where so many great games are being released into the market.
For me, to purchase a game really rests upon “the hours spent playing it”. If it’s a single player experience, then the choice to buy or not to buy really comes down to me; however, the multiplayer aspect of a game requires not only my personal approval, but also the views and opinions of my close nit community of gaming buddies.
I don't see no WoW factor here boys!
For me, Multiplayer has true value if I can have a session with my mates. We call it the WoW (World of Warcraft) Factor.
If a small majority of us decide that a game is worth investing time in, then you can be sure that the rest of us will follow suite and part with our hard earned cash. Demos play an integral part in the group decision to buy or not to buy.
The demo of Battlefield: Bad Company 2 and the momentum it gained by the 1943 experience has definitely secured the cash from my group of gamers. Considering half of them weren’t even interested in the game before Christmas (as they felt Modern Warfare 2 will give them all the multiplayer fun they needed) the demo did wonders.
Has EA’s D.I.C.E demo stolen a small portion of Activision’s clientele? In my case - Yes.
Was the Demo well executed and did it provide us with a clear idea of what the group would be investing their time in? Yes.
In this case, the demo worked for D.I.C.E. not because the demo was competent, but because it was the final push on what (I believe) D.I.C.E has spent many months building momentum on.
From the release of Battlefield 1943, to the hook in the closed beta to the final drive in the demo. The demo was proof to a small group of buyers that the suggestion of one of their friends was worth investing time and money in.
Demos can do wonders for the developers who aren’t Rockstar, Infinity Ward or Kojima Productions.
Developers, who are trying to present a new concept or win over a slice of in a highly competitive and saturated market, may be wise to consider the demo as more than a taster. Demos may be the “make or break” of a game and even possibly its developers.
Where D.I.C.E may have succeeded, Rebellion may have faltered with my group of friends.
Again, a large number of us were really excited about Aliens Vs Predator – we knew the lore, we knew the world, we loved the films and the dream of “experiencing it” sparked a lot of pre-order talk.
However, the poor experience by a few of my friends have left the group avoiding the franchise. Some argued that the small numbers of people playing the demo made the game feel anaemic, whilst others argued that the Deathmatch only option created an uninspiring gaming experience.
Strange to think that before Christmas, so many of my friends nostalgically committed to the AvP franchise and so few of us felt BF:BC2 could ever break out from the shadow of MW2.
In the end, Demos can be highly influential because it taps into the power of “word of mouth” and the inner circle of approval. For a gamer who enjoys the community aspect, a demo can sway the views of the relevant masses in my life and steal precious gaming time from its competitors.
Do you and your friends hold any value in a demo?










