(I was surprised that the earlier demo thread was closed. I thought there was some interesting discussion and I've long disagreed with the idea that a thread starter "owns" the discussion and can get it closed...but that is another matter.)
I'd like to talk about when a game demo is justified. By justified, I mean when is it in the game-maker's economic interests to have a demo? I'd like to talk about the general issue and perhaps refer to Moo3 and SMAC as particular examples.
1. What are the costs associated with creating (and distributing!) the demo?
2. To what extent does a demo drive additional sales?
3. To what extent does a demo ****** sales (because the product is bad or because the demo is so good that the user is satisfied with the demo).
4. Are there certain genres or types of games (new release versus expansion, good game versus not so good, prestigious develeoper versus newby team) that argue for use of a demo?
I'd like to talk about when a game demo is justified. By justified, I mean when is it in the game-maker's economic interests to have a demo? I'd like to talk about the general issue and perhaps refer to Moo3 and SMAC as particular examples.
1. What are the costs associated with creating (and distributing!) the demo?
2. To what extent does a demo drive additional sales?
3. To what extent does a demo ****** sales (because the product is bad or because the demo is so good that the user is satisfied with the demo).
4. Are there certain genres or types of games (new release versus expansion, good game versus not so good, prestigious develeoper versus newby team) that argue for use of a demo?
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