Javin
Posts: 6
Joined: 8/27/2003 From: Tampa, FL, USA Status: offline
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From a player's perspective, I really like demos. I like getting the feel of a game that can't normally be conveyed in screenshots and reviews. Just recently, I tried a demo for O.R.B. because the game is so cheap in stores. The screenshots certainly *looked* cool and very nice, but the game played like crap, so I didn't get it. I've also downloaded demos in the past that have convinced me to get a game. Though I have to admit that more often than not, I already know I want to get a game and I get it; the demo is usually downloaded because I'm not so sure I want it. Of course, you can look at it from the advertising perspective. Sites may carry a "gone gold" announcement, but gamers may look that over real quick. However, a demo release might intrigue some people to get it or look at it more. There are good arguments for both sides. However, if a game is relatively unknown and expensive, a demo can certainly help boost sales. A time limit might be a good way of making a demo; a 5 minute gameplay time limit in Korsun Pocket would let you get a quick feel of the game, but certainly won't let you play too much of it.
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