I don't agree that "Actually, the 'story' is the least important part of the demo..."
If we are talking about a demo which is the beginning hour or so of the finished game (and an hour seems to be the minimum) then the story better be sufficiently clear to entice me in further. If, after an hour of a game, I still haven't got much of a grip on it, it's unlikely that systems and features alone will make me part with cash. That's because I believe that the story is an integral part of an rpg. I'm not buying a game of systems and features; by definition I'm buying a game which involves me playing a role - and if I don't know what that might mean (allowing for plot twists, character development etc.) then it has, imo, failed in its most basic criterion. If the story is boring, or bewildering, again it is unlikely that I will be sufficiently engaged to want to continue to find out what happens. The only exceptions (and even here it's not total) will be where it's a dungeon crawler, rogue-like or similar, where story is a negligible part of the package.
Even if it's a proof of concept/early build/alpha build (call it whatever you like), it still has to demonstrate a cogent and coherent reason for having the systems and features; and that reason will be that it supports and enables the story to proceed in the best way possible.
In short, a badly written, or sketchy story will mean that the demo is unlikely to fulfill any useful function except save me spending money that I would end up regretting parting with.
If we are talking about a demo which is the beginning hour or so of the finished game (and an hour seems to be the minimum) then the story better be sufficiently clear to entice me in further. If, after an hour of a game, I still haven't got much of a grip on it, it's unlikely that systems and features alone will make me part with cash. That's because I believe that the story is an integral part of an rpg. I'm not buying a game of systems and features; by definition I'm buying a game which involves me playing a role - and if I don't know what that might mean (allowing for plot twists, character development etc.) then it has, imo, failed in its most basic criterion. If the story is boring, or bewildering, again it is unlikely that I will be sufficiently engaged to want to continue to find out what happens. The only exceptions (and even here it's not total) will be where it's a dungeon crawler, rogue-like or similar, where story is a negligible part of the package.
Even if it's a proof of concept/early build/alpha build (call it whatever you like), it still has to demonstrate a cogent and coherent reason for having the systems and features; and that reason will be that it supports and enables the story to proceed in the best way possible.
In short, a badly written, or sketchy story will mean that the demo is unlikely to fulfill any useful function except save me spending money that I would end up regretting parting with.

