I don’t trust demos. Even though they do sound like a good idea on paper. You let your potential customers try a limited version of the game and hopefully get them hooked encouraging them to try the real deal. My problem with that is the “limited” part. The various ways you limit the game to create a demo can cripple the gameplay and expose the players to a potentially inferior experience. This will do more harm then good. Here are some examples.
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Burnout Paradise – The demo allowed players to traverse Paradise City freely. However, only a handful of events were availible. In the real game, there is an event on every stoplight. The real Paradise City is a place full of action, challenges and collectibles. Compared to that, the demo was a hollow, empty wasteland. I played it when I first got my Xbox and wasn’t really impressed. I got it eventually and was blown away by the difference.
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Need for Speed: Shift – The demo was just a few races with fixed cars. I played it and I was sure I could skip this one. At some point we got a promotional copy at work and I dipped in one evening. I was instantly hooked. The difference here is more subtle than in Burnout. I guess it’s the initial progression in career mode: going from the initial training lap to your first car, doing the first races to buy money etc. Also, the fact that I could quickly obtain a car I was interested in (Mazda RX-8) helped a lot to catch my attention.
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Super Meat Boy – something other than a racing game this time. The demo of Super Meat Boy is a sequence of levels taken from various points in the game. It showcases some easy levels at the beginning but ramps up in difficulty extremely quickly. So quickly in fact that me and my colleges at work ran into a wall just a few levels in. That was the point where we all basically concluded that the game was a sadistic grind fest, just way too hard and not worth the effort. I got the game anyway to support teh indies. The real game is completely different. It has a well balanced difficulty curve that helps building up the necessary skills to properly enjoy the more difficult levels. Features like warp zones and the dark world levels, teh internets and unlockable characters add the kind of variety the demo was missing.
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Monster Hunter Freedom Unite – This is basically what inspired this post. Back when I got my PSP I tried some demos on PSN. One of them was the demo for Monster Hunter Freedom Unite. This was back when Monster Hunter Tri wasn’t even out yet. I had no idea what Monster Hunter was. The demo was a collection of 3 missions of different difficulty. They could be engaged with different gear setups to chose from. However, there was no character management involved so you couldn’t customize the gear. Without any tutorial or training missions, the demo was impossibly hard. I tried the easiest monster a couple of times and got completely annihilated each time. Frustrated and underwhelmed I moved to other games. Monster Hunter Tri later caught my attention because of all the included swag (Controller, Wii Speak). I was expecting a failure but the swag meant the investment would still pay out. To my surprise the full game is completely different. There is a huge amount of tutorials and easy missions to get players used to the combat system. Also, the gathering of resources to craft custom equipment easily takes half of the play time and is an important factor of why the game is so enjoyable. I recently re-played the demo. I was able to beat all monsters with ease. But not only that. The demo was much better at getting me interested in the full game this time around. Now that I know how the full game works I can fill in the blanks.
I believe the idea of a demo is inherently flawed. Granted, these may be just unfortunate examples. Perhaps it depends on the kind of game and on the way the demo is limited. So I’m interested in collecting similar cases to search for patterns. Do you remember instances where a demo failed to convey the idea of the full game?