Nah, demos largely disappeared because they not only took a bunch of resources to make but also had a far better chance of convincing you not to buy a game than to buy it, especially if you had other means of marketing it. Many people even enjoyed the demo but felt that they got their fill and therefore didn’t want to keep playing, or maybe they didn’t want anything out of the game beyond what the demo offered.
Doom’s shareware sold Doom for me. Most recently the Tekken 8 demo sold itself. In between there have been a ton of games where the demo was helpful in deciding whether or not to play something.
I’m just surprised that in all that time there wasn’t a single one that at a minimum confirmed a game was what you were expecting if you were on the fence.
A demo has never once sold me on a game, going all the way back to shareware days.
However, I can think of countless times a demo has convinced me not to buy a game.
You’re definitely the outlier
Nah, demos largely disappeared because they not only took a bunch of resources to make but also had a far better chance of convincing you not to buy a game than to buy it, especially if you had other means of marketing it. Many people even enjoyed the demo but felt that they got their fill and therefore didn’t want to keep playing, or maybe they didn’t want anything out of the game beyond what the demo offered.
They wouldn’t be doing them multiple a year if they didn’t get sales.
Note what kinds of games populate the Next Fest. Mostly games without any other form of marketing. Anecdotally, I found four demos that interested me, and all four convinced me not to to bother keeping up with the game as it gets closer to release. EEDAR, later absorbed by NPD, the combined entity of which is now known as Circana, works with lots of big developers and publishers and found a correlation with demos losing sales. In later analysis of demos, devs found that you could (a) convince someone to buy the game, (b) convince someone that they don’t like the game, © give someone everything they wanted from the game, where they don’t want to play any more, or (d) give someone everything that they wanted from the game, where they don’t need any more than what the demo provides. Note that 3 out of those 4 don’t result in a sale. A trailer tended to be much better marketing material. Of course, your mileage may vary if the game’s loop or selling point is hard to articulate, but in most cases, seeing someone else have a good time with a game is going to be more likely to convince you to buy a game than if you had a demo where you might not understand its appeal. It’s why games are built around how well they present on Twitch these days.
Factorio’s demo absolutely convinced me to buy it.
Demos only really work well if the game is fantastic and able to convey that in a small slice of the game, though.
Really?
Doom’s shareware sold Doom for me. Most recently the Tekken 8 demo sold itself. In between there have been a ton of games where the demo was helpful in deciding whether or not to play something.
I’m just surprised that in all that time there wasn’t a single one that at a minimum confirmed a game was what you were expecting if you were on the fence.
I believe it, just surprised.