Not only that, but most modern game genres, (pretty much anything that is not a shooter or a platformer), don't even fit into the stereotypical "levels that you go through while killing enemies" game design. They simply don't have a part that can be "cut out", not even from an outside perspective.Aaron Sylvester said:There is another side to this, demos aren't as easy to create as you think. Developers can't just "cut out" a chunk of the game and package it into a functional program ready for playing, in most games the code & visuals are a horribly complicated interconnecting mesh, often being worked on by separate teams and then finally being assembled into one playable experience.VoidWanderer said:This question is why demos should return.
How do you show a demo of The Sims? or Skyrim? or Dear Esther? Add a time limit? Take away features? You can try, but you are just as likely to lose the game's point, if it wasn't intentionally designed to consist of a series of equally engaging levels like an old NES platformer.