Erik Rutins
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
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As Russ pointed out, we've never to my knowledge "removed" an existing demo when a developer joined us. What would be the reasoning behind that? Here's what I posted on UseNet on this topic: Just FYI, we are indeed demo-agnostic. There are several reasons for this, the first being that demos generally consume a decent additional chunk of development time and provide virtually no sales benefit (for the types of games we generally make). The second is that if the demo is not great, it can actually be counter-productive in terms of making a game seem in some ways worse than it is. People don't spend much time on demos, not nearly as much time as they do in learning a game they already paid for and most of our games require learning and some commitment to really appreciate and enjoy. We feel that screenshots, feature lists, AARs and open discussions with developers on our forums for Q&A do a very good job in communicating what the game is really like to those that are interested. We're doing everything we can to keep potential customers informed and to inform their purchasing decisions - I think for many mainstream companies the demo is the stand-in for that type of personal customer contact. Of course, one can do both but given past results we don't always find the additional development time worthwhile simply to overlap the efforts we already make to inform the customer. With that said, the one thing a demo does do well is compatibility testing - however there also it can be counter-productive. Some folks mentioned that the Panzer Command demo didn't work for them. That game and demo comes with Managed DirectX and .NET as required components for installation. 99% of the support issues on that game were from people who bought it and skipped the DirectX installation (even though it said Managed DirectX - Required) and then couldn't get the game to work as a result. Running that component installation manually fixed that 100% of the time. No doubt even more people who tried the demo made the same choice, ran into the same problem, but just figured the game didn't work - most would never invest time contacting a company for a support question on a demo, They just ditch it and move on, hence there's an instance where a demo likely mis- informed people and cost us sales for no real reason. In any case, we tend to look at each of our games to see if we think it would benefit from a demo and also discuss the demo option with developers to see if they have any interest in putting the time in to make a good demo. When we and/or the developer feel a demo would be worthwhile, we do one. The result has been that a minority of our games have demos, but we definitely have put them out there and will continue to as it seems appropriate. Regards, - Erik
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