When It Comes to Demos, Size Matters?

by Evan Narcisse | 10. August 2009 12:21 | permalink

As promised, I played the Batman: Arkham Asylum demo over the weekend.  Lots of you Crispy readers probably did the same. For my part, I loved what I played and can’t wait to get a full build in my hands.  

But, man… was the demo ever skimpy! It took longer to download than it did to play!

I cleared out some older demos to make room for the Bat-demo. Doing that got me thinking about the same issue I always have with demos: How much is a satisfying chunk?

It’s idle speculation, but I think I’ve been covering the business long enough to know that demos are almost always produced under duress. The console manufacturer wants something to feed their marketplace pipeline, potential consumers want hands-on access to a game they’re not sure they’re going to buy and the publisher wants something to tempt the consumer with. So, there you have a developer–already beleaguered  and working 20-hour days trying to finish the whole game–under pressure to task people to create a demo.  Let’s not forget that demos aren’t revenue generators. So, it’s no wonder that the sizes and shapes of demos vary so widely.

Going back over those old demos made me think about why I liked certain ones and the elements that make a demo feel satisfying. What do I think I want?



1. Gimme a boss fight: It doesn’t even have to be a level boss. It can be a mini-boss, for all I care. Anything more than cutting down grunts teases players with the sense of scope your game will deliver. The demo for The Force Unleashed did this by throwing an AT-ST at me and, once I crushed it, it had only ignited the hunger to do it once again.

2. A suite of abilities and weapons: One of the things I loved about the Force Unleashed demo oh so many months ago was the fact that I could wield a few different abilities. When the final version of the game came out, it didn’t matter that I wouldn’t actually have Force Lightning or Saber Throw in the Tie Fighter level. I knew the power that was waiting for me and that kept me playing.

3. Let me wander: The demo’s meant to draw me in, right? Well, then, let me get a sense of the place I’ll be visiting.  After all, we all understand that it’s not going to be the full, final offering that we’ll be getting.  I remember the demo for Heavenly Sword doing that particularly well. It too, like Arkham Asylum’s demo, was a short one but it showed me vistas and environments that communicated a sense of the place I’d be kicking ass in.

4. Demo and final game should talk to each other: This is probably my biggest pet peeve. I don’t want to have to play through parts of a game that I’ve already downloaded, especially if the demo’s made up of the first part of your game. Surely, some kind of capability can be built in where the disc scans the hard drive, recognizes the download, and allows me to skip stuff I’ve already done? If the technical aspects of the game’s structure make such a thing unfeasible, then at least let me get some bonus points for having to endure the déjà vu.


What about you, readers? I know we’re not entitled to the pre-release appetizers that some publishers release, but how much play does a demo have to pack for it to excite you or convince you to buy?

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Comments

  • CG-Prophet

    8/13/2009 12:21:35 PM

    [quote=tahrey]does replay value count for nothing any more then? :)
    [/quote]


    I don't mind replaying a section from a demo in the full game, but that's just me. Of course, if that particular section sucks that's a different story...

    Reply »
  • tahrey
    tahrey

    8/13/2009 9:19:25 AM

    does replay value count for nothing any more then? :)

    i dunno ... been a long time since i played a demo version of anything, as i dont get gaming magazines any more and cant be bothered with the downloading & finding space. back when i did, it just being a show-off of the game and completely seperate from the main thing (partly because the game itself was often still in beta, or not even to that stage) was a given. seems a bit whiney to demand the ability to go direct from the demo to the full game with all your data intact ;)
    (infact doesnt starting afresh give you a little extra insight to what tactics will work better, chance to fix mistakes, and generally pwn the early stages more effectively? and revisit the better parts of that zone?)

    Reply »
  • KyleOrland

    8/11/2009 6:17:02 PM

    Agreed heavily on #4. I often hold off on demos completely just so I don't have to repeat an early section.

    Reply »
  • CG-Prophet

    8/11/2009 5:50:11 PM

    @MSUSteve:

    Yeah. I mean I loved the stuff you could do, but it was kind of like - you're Batman on a leash. Everything is too situational for me too. And the bossfight - I wanted to experience that, even though I knew it was going to be a lot like Force Unleashed.


    And yet, knowing all this I still want to play the full game.

    Reply »
  • CG-Prophet

    8/11/2009 5:47:28 PM

    @RyanKuo:

    you're being way too nice. We both know that due to the setting it will continue. Perhaps it won't matter.

    Reply »
  • MSUSteve
    MSUSteve

    8/11/2009 2:55:55 PM

    I very much enjoyed the demo, though I would've appreciated being able to fight that first boss. As messed up as The Force Unleashed was, Evan is right about the demo. It was pretty fantastic. Bioshock had perhaps the best demo I've ever played and one of the only demos I've ever played through multiple times. Arkham Asylum's demo is similar in that it establishes the characters and setting in a short time and really whets one's appetite for more. It would've been nice to have been able to use one or two more of Batman's gadgets and to fight at least one mini-boss, but I'm still pumped about the game, so I guess it was mission accomplished.

    Reply »
  • RyanKuo

    8/11/2009 1:47:42 PM

    @CG-Prophet:

    I tried it at E3 and felt there was waaaaaaaay too much hand-holding. Agree about the gargoyles. It's like connect-the-dots. But maybe that's the just beginning of the game.

    Reply »
  • CG-Prophet

    8/11/2009 1:30:07 PM

    I have to be honest - I thought the demo would suck. I was completly wrong - and even though my gut is telling me not to do - I want to buy the full version of this game. My only complaint is that the action feels a little constrained by the world. For example, I should be able to grapple off of anything - not just old gargoyle statues.


    But man, this may be the best represenation of Batman since Justice League Heroes.


    Reply »
  • RyanKuo

    8/11/2009 12:39:04 PM

    My gamer radar basically picks up on interesting and (especially) irritating aspects in the first level/area that bode well or not for the rest of the game. But I find it odd to be focusing on demo design. Aren't you basically telling companies how to make you a more effective consumer for them? To be honest, this is the kind of industrialized experience that I abhor about gaming culture.

    Reply »

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