Queasy
Moderator<br>Console Gaming
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Over the last few weeks I?ve been asking top people at Microsoft, Nintendo and Sony about game demos for the downloadable games offered via Xbox Live Arcade, WiiWare and PlayStation Network.
I can?t get the same answer twice.
Microsoft ? yes, demos are a must
Nintendo ? no, demos are not required
Sony ? sometimes demos are good, sometimes bad.
Keep reading to find out why they feel differently.
Microsoft
Jeremy Wacksman, Global Marketing Manager, Xbox Live
From my interview with him about Xbox Live Arcade:
?[Trial demos for XBLA games] came from the casual games industry. The thing is that Arcade has an identity. It is about pick-up-and-play games. The trial experience helps drive that pick-up-and-play nature. You have to think about how to get consumers to taste it. And the other thing is that it provides a great marketing tool. We?ve talked to consumers, and trial is one of the big drivers of purchase intent. So it gets smaller-budget games that doesn?t have a big marketing campaign? this is their marketing. We?re going to do a great job of getting the trial into people?s hands, and then the game can help sell itself.?
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Nintendo
Tom Prata, Senior Director, Project Development, Nintendo of America
From my recent interview with him about WiiWare:
?We?re not inclined to require content creators to create demos. We think the channel I previously talked about, Everybody?s Nintendo Channel that we?re bringing in to the North American market, will be a good vehicle as well as the whole wealth of information that people can get on the Internet from reviews
To which, I asked him: You won?t require it? Can a developer make one on their own? Will it work?
?Again, we?re not inclined to require it from developers.?
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Sony
John Hight, Director of Product Development, Santa Monica Studios, Sony Computer Entertainment America
From my already-published interview with Hight about PlayStation Network:
?That?s a hotly debated thing. We did a demo on ?Blast Factor? and I?ve got 600,000 people playing that demo but I haven?t translated that into 600,000 people buying the game. ? I think the demo kind of hurt it in a way and people got satiated. They made a presumption that, ?oh, ok, the whole game is going to be like this.? It wasn?t true. The game actually has a lot of depth in each one of the levels. ? We didn?t actually do a demo for ?flOw.? We did a movie. And it was a very conscious decision. Because we were kind of spooked with what we saw with ?Blast Factor.? We thought, wow, we don?t want people to just give up on it. ? So if I artificially put a clock on it, is that time period right experience for you? Or for the average person? I don?t know. So we felt, nah, let?s not do it. Let?s try to tell people that this is a different experience and show them really great graphics and great music and hopefully we?ll just win them over on execution and if they buy the game then they?ll be satisfied with the experience itself. Because it?s really a subtle experience and I?m not sure a few minutes with a demo would do it justice.?
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Sony PSN Developer
Dylan Cuthbert, president, Q-Games
From a GDC talk Cuthbert did about his small company?s line of ?PixelJunk?:
?From now on I plan to delay the release of demos,? he told an audience of developers and press. He explained that releasing a demo in advance of a game gives people who never intended to buy the game the ability to trash it while claiming to have had hands-on time with it. Delaying the demo, he said, ensures that the first people to talk about the game on online forums are people who were enthused enough to pay their own money for the full game. And they spread less vicious word of mouth: ?It?s like having your own little army, I suppose.? His way ?builds up invested users.? Releasing a demo the day the game is out ?brings out the naysayers.?