Exactly. the article doesn't prove shit. Sure it may hurt sales, in the same way a lousy trailer may hurt sales of a movie. But it doesn't matter. You do it. Everyone used to do it and you're just lowering the standards of the whole industry if you don't. All these models just focus on individual games, but in my experience gaining customer trust proves to have far better long term effects on sales than trying to 'trick' the customers with every new game.Snotnarok said:This is a load of bias horse crap, you can't just put out a 60 dollar game and expect people to buy it on blind freaking faith, especially when putting it out on PC where some devs don't give a rats ass and just drop an un-optimized pile of garbage out that you CAN'T RETURN.
Here's a thought, make a good game and don't worry about that demo scaring away potential customers. Or don't be scumbags and lie in your demo how the game will play. I was pretty set on buying Brutal Legend figuring it as a beat-em-up only to find out it was a RTS sort of game in disguise. Well that sorta made me not want to buy the game just out of anger of basically being LIED to.
Drop demos and you'll probably see rentals skyrocket and then these 4-5 hour games that cost $60 bucks be beat in one shot and returned to redbox or gamefly or whatever, or you know everyone will just pirate the game they don't feel like chancing.
Long story short- Cut the crap and release demos. If you do them properly for a game that's done properly, then it can only be a good thing.
Denamic said:If a demo is enough to sate your curiosity enough that you don't want to play it more, it's not the demo that's the problem.
Pretty much, yeah.DataSnake said:If the only people you can convince to buy your game are the ones who haven't experienced how it plays firsthand, your game may not be very good.