Rules of making a demo

Elliott404

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This might sound stupid, but I was thinking about risking the part of creating a demo in the near future. But, I don't exactly know what I can, and cannot include in the demo to make it worth getting a full game.

What are your advices in that matter?
 

Kes

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Sorry, but this reply begins with that most irritating of comments - "it all depends".

One option is to do a demo which is the first hour or so of game play (depends on the expected length of the final game) so that the player can experience what the game is like, how the mechanics play out, at least an opening indication of story, characters etc. This approach allows for a wide range of feedback, including whether or not the opening of the game is engaging, and will often mean that the player can keep their save file to continue with a fuller version/final version of the game.

Another option is a demo which is more focused on one particular aspect of the game - battles, scavenging system, whatever. This would presumably be much shorter, so giving the player less of an overview, but would allow the dev to showcase their central game play. This can provide detailed feedback on that aspect. It might not, though, give the player enough to know if they want to try out the full game. Some players distrust this approach as there have been instances where the demo looks great, but the full game is mediocre because that single aspect doesn't reveal the lacklustre writing, or the number of bugs, or.... You get the picture.

In my own case, I have not released demos during development for any of my games so far. I do, however, provide a free demo on release of the beginning of the game, lasting about 1.5 hours, so that players have the chance to gauge if they want to buy the full version.
 

TheoAllen

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https://rpgmaker.net/articles/2527/ (kinda controversial, but it has some points, also read the comments for more PoV).

Honestly, if it wasn't because of RSE, I probably just gonna hid my game and only a few selected people would try my closed beta. Then I might just release the full game at once when it's finished. The demo imo should be something like "What do you think of this?". And that can be anything. From a full game experience (start to the end of the demo) or simply a combat demo (a demo that consists only combat).
 

Engr. Adiktuzmiko

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As a player, I prefer beginning of the game demos because it gives me a taste of the actual game and how the story goes (I play normally for the story) and normally it means I can continue my demo file to the full game.
 

Elliott404

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I agree with @Kes about 'it all depends' because it's true. I wanted to release a demo because I want a constructive feedback(s), and maybe a small portion of audience. I have 2 unique mechanics I really want to show off lol but I don't know how to execute it without spoiling full game

@TheoAllen Thank you very much for the link! It actually expanded my thoughts about demos! So rather than focusing on the length of the demo, it should also give a hint of explanation as why is it unique for an RPG Maker?

@Engr. Adiktuzmiko I understand where you're coming from but, that case applies IF the full play have the option to skip that demo part in data tranferings, otherwise, not necessary for demos.
 

Engr. Adiktuzmiko

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That's why I said "normally", most demos that goes first part of game that I played are at least on that behavior especially on RM games. Since the demo is the actual first part of the game, you'd practically just be loading a save file that you made on the demo once you get the full game.

But ofc its not "required".
 
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gstv87

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The demo should be a raw demonstration of the capabilities of the system: will it or will it not have animations? then include the craziest one (which is not necessarily the prettiest one, just the craziest, more complex one). Will it or will it not have complex sequences? then make the most complex sequence in as many variations as potentially expected.

if you can condense all those points into a single short story, all the better. Just make sure you publish a piece of a work that does what the full work is expected to do, hopefully at the same level, with the potential to be much more.
basically: *don't be "No Man's Sky"* lol
 

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