Picking the Demo Section

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A
What would be preferable? To have the demo placed at the beginning of the game even if the introduction is long, or at some other point where you can see the pure gameplay, but might be difficult to grasp the context?

It is a general question, but also a personal one, regarding my own project that is in a similar predicament.
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
You already know my opinion, but I'll put it here in case it helps provoke a discussion.

It depends what the purpose of the demo is, and who you are asking to play it.

If it is for testing purposes, (bugs) and/or for making a judgement about such things as: does the story hold together, what's the character development like, how are learning curves dealt with, then it has to be from the beginning.  It's not possible to make those assessments in any sensible way using a section taken from later in the game.

If you have a game where a lot of the development has been done, and the game is reasonably well polished, then a later section showcasing some particular aspect could be fun to play.
 
Last edited by a moderator:

amerk

Veteran
Veteran
Joined
Mar 13, 2012
Messages
1,433
Reaction score
495
First Language
English
Primarily Uses
To go along with ksjp17's comment, it really boils down to the kind of demo you are releasing, and (as ksjp mentioned) the reason. I'll break down the variations of what I've seen, and my own thoughts:

Tech Demos: These are mainly to generate feedback on ideas during the project development. They are primarily focused on a single type of mechanic within the game, rather than the game itself, so there isn't going to be any story plot, nor will the player be able to play all of the features the game has to offer. The bits of dialogue their are will either be from an in-game character or the narration of the developer to inform the player about the technique they are using, but this is not necessary. Most times, these last less than 15 minutes (usually around the 5 to 10 minute mark), but seldom over 15 minutes.

Most times this isn't even a scene in the game, so a developer will just mock up a quick project with this feature and see what people think.

Developing Demos: Not sure if there is a proper name to give this, but this occurs when a game is in development stages, and the developer wishes to release their demo to the audience before the game is even finished. The sole purpose is usually to get feedback in order to fuel the rest of the project, and to make quick changes (if necessary) based on the reaction of the audience. Be careful here, though, because it's easy to get sucked into making change after change rather than actually finishing the game. If you go with this, I say go with the 80/20 rule. Listen to what the majority of your audience is telling you, and decide what changes to make (if any) based on that. While these demos can last a good while, generally they cover 1/4 to about 1/2 of what the complete game would be.

Where it starts is anybody's choice. Most start it at the beginning, with the knowledge that the completed game may be changed or drastically altered before it's finished. But since you want the best amount of feedback and enthusiasm as you can get, some may decide to start it somewhere in the middle. Be careful of this, though, and think about the reasons behind starting the game in the middle. If the focus on the demo is a portion of the story or mechanic you want to show off, or to get players immediately into the action, I say go for it. But if you're not happy with how the first part plays out or feel it may alienate your audience, you're not helping yourself so much as setting up false expectations, in which case the feedback you get from showing your weakest part may be more beneficial.

Alphas and Betas: These are usually handled by playtesters (not open to the public unless you want your public to all be playtesters) to find bugs and test the game. Usually reserved for near completed games, although some understanding is expected by the audience that additional development may be needed.

Timed and Area Demos: These are usually reserved for commercial games and are used to entice the player to pay money for the full game. It's best to do this when the game is completed and ready for purchase. 1 to 2 hours is all that's usually needed, although some developers don't put a time limit in and instead have the demo locked when they get to a certain point. In this case, I say have the player be able to play from the beginning of the game rather than in the middle, so that they can easily carry their save file into the full version if they decide to buy it.
 

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A
.
 
Last edited by a moderator:

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A
 Be careful of this, though, and think about the reasons behind starting the game in the middle. If the focus on the demo is a portion of the story or mechanic you want to show off, or to get players immediately into the action, I say go for it. But if you're not happy with how the first part plays out or feel it may alienate your audience, you're not helping yourself so much as setting up false expectations, in which case the feedback you get from showing your weakest part may be more beneficial.
I have no problem with the intro. I'm just concerned because it is rather long (establishing the actor and the scene) without many actual representations of the gameplay that is about to follow (it has some moments that act like a tutorial and everything else is cutscene).

I like the way it is, but I thought it would be too much for someone who only wants to try out a demo.

The Demo I did, fell in the area of Developing and Area Demo. It started from the end of an area and it covered the majority of the next (excluding the last encounter which is kind of a cliffhanger).

But I paid the price since ksjp17 played the demo and told me that we was unable to judge the quality of some aspects because he was completely out of context. That made me go in a slight panic mode and since no one else has given me feedback I'm now polishing the intro of the game so I can use it in a new demo + some extras that were supposed to be implemented later.
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
I do prefer demos that play on the start of the game... If I want to see only the features of the game, I'd rather watch a video showcasing all those features than play the demo.. This is also because demos that are based on the start of the game usually allows you to continue to play where you left off once you get the full game, so I'm not wasting any time.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,867
Messages
1,017,062
Members
137,575
Latest member
akekaphol101
Top