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Blogs

  The Demo Is Dead, Part 2
by Caspian Prince on 06/05/13 05:38:00 pm   Featured Blogs
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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Because my previous blog post was not a complete academic essay on the subject, nor indeed intended to really go any further than the few people that visit our blog, it seems that a few people are deconstructing the arguments and poking some big holes in the assertion that "The Demo is Dead", which is fine, but the article is not at all complete, and contains no hard data (of which I have a lot). At the time, I just thought I'd pen some musings on the subject talking to people who already didn't care (existing blog readers, who are generally customers and therefore unaffected by what we do with our existing titles). Anyway, the internet sort of exploded in rage and disbelief that a tiny indie developer could become such a cruel, heartless, candy-snatching killjoy. As a general reply to various comment all over the place, here are some further musings:

99 Reasons To Not Buy Your Game

This was clearly an exaggeration for literary impact, and if that's not obvious to you, for shame. But instead of just asking me what those reasons are, maybe you could engage in devil's advocacy, and think of some yourself. Here are some I thought of, spuriously:

  1. I got my fill of gameplay already from the demo. (Our demos typically gave away 25% or so of the full game progression)
  2. I've had 90% of the initial delight of the game for nothing. Paying some money for the remaining 10% is a waste of money. (Note disconnection between "delight" and actual content)
  3. I can't be bothered to pay for it when I can go and play another free demo somewhere else.
  4. I've already got a bunch of games I've paid for but not yet even played. Maybe I'll not bother getting this one yet.
  5. I played the demo ages ago and forgot all about it by the time payday came because something else distracted me in between.
  6. I only buy games through Steam.
  7. I'm a poor student/waster/single mum and I don't spend money on games especially when I can be entertained endlessly by demos for nothing.
  8. I loved the game except for this one small thing that I didn't like like I can't remap the fire button to X and for that reason alone I'm not going to buy it.
  9. I thought the game was too easy but that's because the demo can only show the first 10 levels which have to be easy to not put off the 95% of people who find it too hard.

You're Just Using Yourself As A Single Data Point!

Some have accused me of using myself as a single data point ("I've never bought a game in the last 5 years from playing a demo") and drawing my conclusions based on this, which is fallacy. This is not the case; my own, singular experience was what got me to look at the data in the first place. It was just a hunch, that I got to thinking about actually a few years ago. It's only in the last year or so that the data has become impossible to ignore (see below for some figures).

The Nature of Puppygames Demos

Few people were aware of the exact nature of our demos, or even our games, and it's probably worth researching because our games are of a particular ilk and available only on a particular platform. We make desktop arcade games mostly, and that's a pretty strange niche to begin with, which substantially effects the way demos work. Our demos were "full" versions of the games, which could be unlocked by registration (no further download). They tended to let you play the first 25% or so of the game unfettered before expiring on a cliffhanger (eg. first boss appears, or you're just about to see the next "world", for example). Claims that we're "doing demos wrong" are from people who, I suspect, have not been doing this for as long as we have. The fact is, our demos were more or less no different from nearly every other demo I've ever seen. They weren't even unsuccessful either - they converted at an industry-respectable rate, AFAIK. The problem is that rate is shit and the amount of money we can charge for a successful conversion has been eroded, which brings me to...

Context Is Everything

The context of pricing and market positioning, specifically. Over the last 10 years we've seen the average price of an indie game plummet from $20 (sold direct by the developers) to $5 (sold on Steam or BigFish in a sale) to about $1 (sold in a bundle of some sort). Steam pioneered the price slashing in the market - I'm sure you educated types with economics degrees have a special name for this manoeuvre. In the space of a couple of short years, direct sales plummeted to less than 1/10th of what they used to be (and they were never great). Almost overnight, the chances of being an actual indie developer - and succeeding! - have dropped from "you'll be lucky" to "you've as much chance of winning the lottery". Not only had consumer expectation of prices been eroded from $20 to $5, but consumers were also taught by Steam to buy on the basis of video and recommendation and, most importantly of all, discounts. Then, just as things didn't seem they could get more crazy, along comes the Humble Indie Bundle, and we're now becoming accustomed to picking up titles for a dollar or less. Again, demo unseen. We're conditioned to buying stuff because it is cheap not because we necessarily want it. I say "we" - yes! I am one of you. I am a consumer. I've got a hundred games in my Steam library. I am doing all these things. I won't buy a game if it's not on Steam any more. I won't buy a game if it costs over $10. And so on. This reminds me of an anecote many years ago when a friend of mine came bouncing into the room full of glee because she'd bought some mint essence. When I enquired what was so amazing, she told me that it had been 75% off so she just had to buy it. I can't recall her ever before or since actually making anything with mint essence in it, but it was a bargain! In this context, what we now see is that 95% of our income - any developers income - comes not from conversions of demos, but from sales via gatekeepers and bundles. What the focus of my original article was really about is that there is a case for simply dropping prices through the floor and not giving anything away for free. There is "free" stuff everywhere, already. The differentiator we now have is that if you want to sample our stuff, it will actually cost you. Otherwise it is simply unavailable. It is out of reach. You can look through the glass into the shop but you can't touch it until you spend a (paltry) amount of money. Just like with mostly everything else in the world these days.

Are We Right?

There's no harm in being wrong. We can be wrong. We're going on what the data tells us, and we have a lot of data. We've sold 481,529 games in the last 3 years, and 30,246 of those have been to people who played a demo. That means the other 451,283 sales were made without anyone ever seeing a demo. If you want percentages, that's 6%. We're quite happy to be proved wrong! If the data tells us we're wrong, we'll go back to using demos. Our hypothesis is, we'll make a bit more money if we ditch demos and drop the prices. As you can say what you like about the 94% of sales being without demos and argue till you're blue in the face that you don't buy games without playing a demo first, go on ahead. Argue away - you're arguing that black is white. You're not making us 94% of our sales. The bit you need to argue over is this:

6% of our sales are to demo players, direct, and they have made us $72,000. We think that if we drop our prices hugely, and ditch demos, that we'll continue to make 6% of our sales direct, but that we'll make a bit more than $72,000.

The Sands Shift Beneath Our Feet

And still that's not the whole story. The thing that most beginning developers - us included - fail to take into account is how the markets change over time. As I said, when we first started, we sold conversions on demos for games that cost $20. We started just at the tail end of a golden era in independent game distribution (typical bad luck, huh). The internet had just revolutionalised developing games and the gatekeepers were just about to move in, along with a flood of other developers who suddenly discovered they could do it too. It is suprising in hindsight that so many developers clung to the $20 price model in the face of what was happening. Things came to a head in about 2008 or so, when we released Droid Assault. Droid Assault was released to the sound of tumbleweed. No-one was even the least bit interested. It's a great game (IMHO, haha), but when it was released, nobody wanted to buy it. Customers were already thoroughly in the pockets of Valve and BigFish by then. If you didn't have a game on a portal, it simply didn't sell. DA must have shifted literally a few hundred copies. By contrast on Steam, now it's finally out on Steam that is, it's shifted thousands of units. And so we must realise that the market is changing, all the time, imperceptably slowly. Let's look at those figures I just mentioned above, and instead, let's look at just the last 12 months: In the last 12 months we've sold 77,224 games, of which just 725 were demo conversions. The demos weren't suddenly any different. The prices weren't suddenly any different. Suddenly, after just 2 years, we're only making less than 1% of our sales via demos. Nothing else changed except the entire rest of the market. So actually what you really need to be arguing over is this:

1% of our sales are to demo players, and they have made us $5,200 (yes, really). We think that if we drop our prices hugely, and ditch demos, that we'll continue to make 1% of our sales direct, but that we'll make a lot more than $5,200.

Put that in your pipe and smoke it.

 
 
Comments

Chris Dunson
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Haha fair enough. I personally would not buy a game without playing a demo and enjoying it. I'm clearly not the customer you are catering towards and from looking at your stats I can see why. Thanks for posting this information. Despite your poor attitude this is opening up a lot of discussion. For that I thank you.

Caspian Prince
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Seriously, you can't just turn up in someone's blog and tell them they've got a "poor attitude". Explain yourself. Put up, or shut up.

Julien Delavennat
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"Seriously, you can't just turn up in someone's blog and tell them they've got a "poor attitude". Explain yourself. Put up, or shut up."

"Seriously [...] shut up."

^ This is probably what he meant :o Of all the ways you could have asked for explanations, you chose that one, maybe you've had a bad day, who knows, I don't blame you, hope it helps

Have a nice day n__n

Edge Walker
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"Put that in your pipe and smoke it."

That isn't exactly a welcome for debate.

David Paris
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I suspect the hostility just arises from anything that challenges the accepted norm. We are used to demos being perceived as having some sort of value, but I think you are right, people are buying much more off videos now than demo conversions.

Anecdotally, the Steam pricing trend is one I had totally noticed as well. I'm a fervent Steam sale follower because I love playing as many different games as I can, but my finances don't support doing that at first release prices. So that said, I absolutely watch the Steam sales, the humble bundles, etc... and play decent looking titles that roll across those. More accurately, I'm likely to play a 'reasonably good' game that comes across at a very low price, far in preference to a 'very good' game that is available at a higher price. So yes, I have just helped supply & demand game prices down in doing so.

Kim Wahlman
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I would be interested in how many that downloaded the demo, not just how many that did that also bought the game. My best guess are from the ones that tested the game, they didn't like it. Not that they got their "fill" from the demo.

Removing the demo make it harder to test a game before buying it (unless you check for a cracked version). When my education is over and I start my own indie studio with a couple of fellow students I will encourage demos to each of our releases. I personally would be more satisfied to see that the demo helped the player decide rather then, "725 of all that downloaded the demo bought it".

If you only care about money and not the game itself sure then the demo is a bad thing, because then you can't force a customer to buy it if they wanna try it and maybe never play it again. So s/he lost anywhere from 8$ to 90$ (the price range in Sweden are around 50 SEK to 600 SEK) for a game s/he disliked and he will not give his friends that ask about it a good review.

If you care about the money AND the player, a demo is very important I think. If 725 of 725000 buys the game after playing the demo, is it something wrong with the demo-tester or the game? I would say the game. It might be a good game in your mind, but apparently the consumer world thinks different and when you only care about sales the demo might be dead in your eyes because you do not wanna give the player a good game, you wanna earn money.

When I test a demo that has no restrictions I will buy it because I wanna know the entire story not just the small part from the demo. If the demo has some restrictions but also succeed to get me hooked on the story I will buy it.

I don't know what you put in these 90% but I do not think you put any story in these percent, so I do not know why you play games. Story is the main component in a game, fail to have it and the game will not be a fun game to play unless it is just for casual play.

The only game I bought without seeing more then some game play is Batman: Arkham City, but that was because of the huge sale on it on steam. I practically got it for free. I saw some game play from GDC, so I thought it was a good investment. My other 106 games are games tested by demo, a gift or tested at a friends place first.

I have bought games without much information before but that is only because I have played games in the same series before. Like Skyrim, and Dead Island. I got RipTide for 2$ so I bought it even when I didn't fell for the first game.

Force a player to buy your game to see if they like it is like asking for more players looking for a cracked version instead, let the player test the game and focus on making a game that is fun and good rather then just put a game together and do not care if it is good or not.

All I read in both of the texts are "I care more about money than giving the world a good and fun game". It might be the totally opposite, but if you complain about how little you earned from the demo testers that is how at least I see it. Instead of complaining that your demo only was bought by 1% ask yourself WHY it is this way, the game is apparently not as fun as you think it is, and fun and story are both reasons to why a consumer buy a game. I will not buy a game that isn't fun, and I will not buy a game with a bad story.

Dave Toulouse
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Your story is sweet really but it feels like you're assuming that his data is a reflection of a crowd acting exactly like you by throwing stuff like "the game is apparently not as fun as you think it is".

He's not arguing that players form a homogeneous group and that nobody care about demo anymore but that his data leads him toward a specific direction because he can't argue anymore about the value of a demo. Yes maybe people like you (and me, I didn't buy some game in the past due to the lack of demo) will be upset but trying to run his business based on comments instead of his data would be pretty silly.

Beside all of this is false debate anyway. The problem for indies is not "do your game have a demo or not" it's "do I even know your game exists or not".

Simon Ludgate
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From what I understand, the 6% represents people who bought the full game THROUGH the demo. However, this ignores people who may have downloaded the demo and bought the full game later through another method. You wouldn't have any way of knowing if they played the demo first or not.

There are a number of other complexities that you might not be seeing. For example, I might download the demo and not buy the game, but I might tell a friend about my demo experience and she might buy the game without downloading the demo. On your numbers, that sale would not be demo-induced and the demo would not have induced a purchase; however, in reality, the one demo download did directly result in one game sale.

Ultimately though, I do agree with your conclusion that demos might not be the thing for you. A demo is merely a marketing tool, just like banner ads or going to conventions. Taking away demos is like cancelling a run of TV spots: you do it because the cost of the promotion exceeds the revenue gains. I don't know what a demo costs you to produce, but if it only nets you $70k and it costs more than $70k to deploy, then obviously you should cancel the demo.

I think this is why the demo has largely vanished form the AAA scene: the cost to deploy it was becoming astronomical as the costs of game themselves grew, and the size of the demo became impractical to deploy.

However, I disagree with your conclusions about why demos are "dead" in a more global sense. I think the demo is still a very powerful and effective promotional tool for most smaller or indie developers. Furthermore, most of your arguments presented above are simply silly: they are arguments pirates would make, not demo downloaders. Surely, you must admit that piracy exists and that the demo is that "moral" option instead of piracy. Take away the demo, and piracy becomes the ONLY option to try-before-you-buy.

I think the hostility to your argument wasn't that you decided that demos weren't an effective promotional tool for you, but you decided that demos weren't justifiable for anyone. In many views that's so laughably incorrect that the whole internet must have felt compelled to correct you ;)

E Zachary Knight
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Thank you for the followup. I think this article is far superior to your previous one. I think that the shifts in the market do make a lot of sense. Ditching the demo on a $5 or less game is probably a good move. The market has become one of impulse buys as you have described.

I think a lot of us are approaching this from a mindset of demos being useful for the higher priced games. I personally will not buy a game for anything more than $20 without having tried it first. But I buy quite a few game for $5 without every trying them. Sometimes without having ever heard of them before.

As for your "99 reasons", a lot of what you listed apply without demos as well. How many times have you watched a video of a game and thought it was neat, but forgot all about it when you had the money to buy.

Others apply equally well to buyer remorse as well. Sure it is easier to shake off buyer remorse when you are only paying $5 on a game, but it still happens. You buy a game and realize that it isn't as fun as you had hoped and then you never play it again.

Again, thank you for this followup. I think it helped clear the air quite a bit.

Jonathan Gilmore
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Agree on all points. I've bought two dollar indie games without a trial based upon word of mouth or reputation, but I genreally don't buy more expensive games without an opportunity to try them out.

You are also right as far as the marketing expense. Demos are similar to any other promotional tool. Some games can benefit from them more than others.

Nick Harris
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It is unfortunate that the tone of this article makes you come across as nauseatingly entitled. Calling your potential customers 'wasters' will put you in an adversarial stance with them. I for one will deliberately avoid all of your companies games on principle and buy those made by developers who know that players can't determine whether they like the articulacy of the controls, feedback loops and possibility spaces that arise in the emergent gameplay system when all they have access to is a (non-interactive) video. There are plenty of videogame developers who do not fall into the common delusion that just because they bring life to some digital void that they should be treated like Gods in real-life and worshipped for their unique abilities.

Daniel Backteman
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I do have to agree with this..While I am very, very thankful for the debate and the data that's been made available, the general tone makes me view the author negatively. And this extends to his/her product (not questioning your sex, Caspian, just trying to keep it general). When the market is the way it is, I have to be more aware of how I vote with my wallet and that results in me often checking out the creators. Whether I view the creators negatively or positively will affect my inclination to buy the product.

Maybe you're writing less formal here as you see Gamasutra readers as peers? Either way, please do try to come off less douchey/arrogant when you're writing publically! One sensationalistic headline and a quote about what you're writing here can do some PR damage. Which..Would be pretty ironic, looking at what the article is about.

Kenneth Blaney
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The problem with looking at it only in a percentage way is that it excludes the demo's ability to attract attention. That is, the people who are likely to play a demo *might* (no data) also be the ones who are going to become your product evangelists because by finding the demo they are likely the people already closest to you. This might especially be true for a demo that comes out before the game is available.

To that extent, I think the arguments for/against demos are tangentially related to the arguments for/against piracy. This isn't too surprising because a huge "reason" given for piracy is "there was no demo and I wanted to try it" (whether or not you accept that as a reason is a matter for a different debate.)

Jeff Beaudoin
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Your main point has nothing to do with demos.

"We think that if we drop our prices hugely, and ditch demos, that we'll continue to make 1% of our sales direct, but that we'll make a lot more than $5,200."

Steam has already proved that if you drop your prices hugely, your sales increase by a ton. Removing demos while you drop prices and then giving the removal of your demos the credit for your increased sales is... nonsensical.

Josh Bycer
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Personally, I think another factor of demo appeal has to do with the complexity of the title in discussion. If you have a game that does a lot of things different from everyone else, then a demo can help on the simple premise of showing people just what the heck your game is about. It's better for customer satisfaction that the demo would turn away people who found that the game wasn't for them, as opposed to buying it then discovering that they just don't like your game.

Regarding demo length this can be tricky to balance. Because as you say, if you give the player's too much then they may get completely filled on the demo. But I think the gameplay is also a major factor.

The geneforge series from Spiderweb Software are RPGS made entirely in an old school style and each one comes with a demo that gives you a large amount of content and then you unlock the rest of the game via a license key. The point was to give the player enough content and story to pull them into the world and get them to pay for the rest.

This I think is the best way to go for that type of game, if you're trying to create something that you know is going to be niche, it's better to make sure that your audience has a perfect understanding of just what your game is about before having them give you their money.


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