SPEAKING OF MAKING A DEMO
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As I'm planning to do a demo, I started to wonder about some things related to it. Maybe a lot of these depend on the circumstances, or maybe just on your personal taste or whatsoever, but I wanted to discuss a little about these. Things about "limits on the content", differences from the demo to the full-version, and maybe more.
Let's start with the content limits. We all know that demos are of course a fragment of the actual full game. Gameplay getting "cropped" (only arcade mode!), less areas, or even starting from a certain spot in the game (see FinalFantasy demos as an example). How much content does a demo has to offer? And what kind of experience? Has it to be necessarily a "reduced version from the full game"?
And that's where I want to get with "differences from demo to full-version". Not only on this activity, where one gets to fix and even improve stuff from the demo to the full version, since development is still being done. Things like an alternate version of the game (a different start, so you probably would like to treat it differently). And even a different ending! Like, giving a twist from the original idea of the game, making the demo not only a demo, but extra content for itself from the whole game. There could be also the opportunity to play the demo inside the full-game!
So, this is the topic. I would like to hear what you all think about it.
Let's start with the content limits. We all know that demos are of course a fragment of the actual full game. Gameplay getting "cropped" (only arcade mode!), less areas, or even starting from a certain spot in the game (see FinalFantasy demos as an example). How much content does a demo has to offer? And what kind of experience? Has it to be necessarily a "reduced version from the full game"?
And that's where I want to get with "differences from demo to full-version". Not only on this activity, where one gets to fix and even improve stuff from the demo to the full version, since development is still being done. Things like an alternate version of the game (a different start, so you probably would like to treat it differently). And even a different ending! Like, giving a twist from the original idea of the game, making the demo not only a demo, but extra content for itself from the whole game. There could be also the opportunity to play the demo inside the full-game!
So, this is the topic. I would like to hear what you all think about it.
Other than the fact that your demo should reflect the central hook of your main game, I find adding a few extra things to your demo isn't a bad idea.
Though I could see having different endings, or plot points a bit confusing to your player...
Though I could see having different endings, or plot points a bit confusing to your player...
Yeah, I thought so. But the thing I thought with it was like, dunno, giving some crazy end to it!
Another idea I just had, is to make "extra contents" unblocked after finishing this demo, with "Alternative endings". This like "what if?". As the game is still years from being complete, I thought of giving the player something fun for now.
IDK, I get to have some weird ideas sometimes... just see my games as reference!
Another idea I just had, is to make "extra contents" unblocked after finishing this demo, with "Alternative endings". This like "what if?". As the game is still years from being complete, I thought of giving the player something fun for now.
IDK, I get to have some weird ideas sometimes... just see my games as reference!
I would say a well designed demo gives the player about an hour of gameplay.
It doesnt HAVE to be limited options wise, but it can if you havent finished everything.
It doesnt HAVE to be limited options wise, but it can if you havent finished everything.
Try to remember that the word demo has a different connotation in the larger world than it might here at RMN.
Some examples from the AAA world-
Force Unleashed: The demo area contains most of the first level of the game, but cut together differently. It is paced much more quickly than the actual level. It gives you a feeling of "Awesome, lets go and bust stuff up!" When you play the actual level, the pacing is noticeably different in some areas. It also cuts off early.
Arkham Asylum: The demo cuts areas together so that you can go through the three gameplay styles in quick succession, giving you a taste of what the game has to offer. They also remove a lengthy section of tunnel crawling and psuedo-platforming that the full game his interspersed between those moments.
Final Fantasy 7: Going way back... it pretty much featured the opening mission without any quick cuts, but it did give the player access to a number of spells and summons that don't even occur until several hours into the game.
Dragon's Dogma: You get to create the character model you're going to use in the game as part of the demo. That's huge. I spend a ton of time customizing my characters in any game that allows me, so having all of that done ahead of time thanks to a demo was a blessing!
Back in RMN land
It may be kind of hypocritical of me to bring this up, since I'm guilty of it, but around here the term demo generally means "This is as much of the game as I have finished, lets toss it up online and see how many takers I get."
A demo should convey what your game is about, but it should also leave the player wanting more. You should be able to hint at more than just what you've given out at that point.
It may be a dumb trick, but having scenes from areas and situations beyond the demo play at the end, possibly with some stirring music, can go a long way to keeping people interested in seeing what the game will do next.
As for length? I like a demo to last between 30-60 minutes. With commercial games, longer demos are nice but usually mean I'll end up having to do all that over again in the full game, which cuts down the number of times I am likely to play the demo.
That's another thing I have noticed. The more times I play a demo, the more likely I am to buy the game. For that purpose, maybe shorter demos with more variety and re-play value are a good idea. Get your "brand" in front of the player as many times as possible. The good will an engaging and re-playable demo engenders during a gaming slump goes a long way, at least with me.
IF your demo is "everything I have ready right now", make sure that you hint at more to come. New features/gameplay mechanics... even use your story. Try to generate some mystery or suspense to get people wondering what is going to happen next.
Some examples from the AAA world-
Force Unleashed: The demo area contains most of the first level of the game, but cut together differently. It is paced much more quickly than the actual level. It gives you a feeling of "Awesome, lets go and bust stuff up!" When you play the actual level, the pacing is noticeably different in some areas. It also cuts off early.
Arkham Asylum: The demo cuts areas together so that you can go through the three gameplay styles in quick succession, giving you a taste of what the game has to offer. They also remove a lengthy section of tunnel crawling and psuedo-platforming that the full game his interspersed between those moments.
Final Fantasy 7: Going way back... it pretty much featured the opening mission without any quick cuts, but it did give the player access to a number of spells and summons that don't even occur until several hours into the game.
Dragon's Dogma: You get to create the character model you're going to use in the game as part of the demo. That's huge. I spend a ton of time customizing my characters in any game that allows me, so having all of that done ahead of time thanks to a demo was a blessing!
Back in RMN land
It may be kind of hypocritical of me to bring this up, since I'm guilty of it, but around here the term demo generally means "This is as much of the game as I have finished, lets toss it up online and see how many takers I get."
A demo should convey what your game is about, but it should also leave the player wanting more. You should be able to hint at more than just what you've given out at that point.
It may be a dumb trick, but having scenes from areas and situations beyond the demo play at the end, possibly with some stirring music, can go a long way to keeping people interested in seeing what the game will do next.
As for length? I like a demo to last between 30-60 minutes. With commercial games, longer demos are nice but usually mean I'll end up having to do all that over again in the full game, which cuts down the number of times I am likely to play the demo.
That's another thing I have noticed. The more times I play a demo, the more likely I am to buy the game. For that purpose, maybe shorter demos with more variety and re-play value are a good idea. Get your "brand" in front of the player as many times as possible. The good will an engaging and re-playable demo engenders during a gaming slump goes a long way, at least with me.
IF your demo is "everything I have ready right now", make sure that you hint at more to come. New features/gameplay mechanics... even use your story. Try to generate some mystery or suspense to get people wondering what is going to happen next.
Whenever I released a "demo" for my game, it wasn't to show off anything, but to simply get my game out there with a download so people could play and know what to expect.
In a game dev community like this I don't think you should put up a demo of a cut together game, because it becomes confusing.
I think that if you have atleast an hour of gameplay for your game you should put it up for the masses. This allows you to get feedback much more quickly which helps you redesign the beginning and everything after that.
It's really hard to get and keep subscribers if you don't have an active download, at least to me that's the case. I know many games can contradict this, but still.
A demo doesn't have to be a complete presentation of what your game will be, but simply be there so that people can actually play and test your game out and see if it pleases them.
In a game dev community like this I don't think you should put up a demo of a cut together game, because it becomes confusing.
I think that if you have atleast an hour of gameplay for your game you should put it up for the masses. This allows you to get feedback much more quickly which helps you redesign the beginning and everything after that.
It's really hard to get and keep subscribers if you don't have an active download, at least to me that's the case. I know many games can contradict this, but still.
A demo doesn't have to be a complete presentation of what your game will be, but simply be there so that people can actually play and test your game out and see if it pleases them.
Putting up what just whatever you have finished is not always a good idea if you keep doing it all the time. If you really want feedback, try to get some people to test it out for you and write down what they felt could be improved and what was good (and bugtesting). That will probably give more than random comments that maybe 1/10 people will give you. The reason most people download something that isn't complete is to see if the complete thing will be worth their time, not to give you feedback.
That's why it's called a demo, because it's a demonstration.
The reason I'm saying this is because I made the mistake of putting up lots of new "add-ons" of one of my games and eventually some people tired of it, no matter how much new content there were. Personally I feel that putting together something that shows how your game will play and look in a short demo maybe once or twice is a better method than to keep releasing content if you want to keep the interest of your players.
In short, play-testers and one or two demos (maybe one after completing 1/4 of the game and one after 3/4's).
Edit: Also, obviously you should pick parts of your game that shows off a bit story and some cool gameplay for those demos. Show off your game in it's best light.
That's why it's called a demo, because it's a demonstration.
The reason I'm saying this is because I made the mistake of putting up lots of new "add-ons" of one of my games and eventually some people tired of it, no matter how much new content there were. Personally I feel that putting together something that shows how your game will play and look in a short demo maybe once or twice is a better method than to keep releasing content if you want to keep the interest of your players.
In short, play-testers and one or two demos (maybe one after completing 1/4 of the game and one after 3/4's).
Edit: Also, obviously you should pick parts of your game that shows off a bit story and some cool gameplay for those demos. Show off your game in it's best light.
I guess it depends on the game, because personally I never had a problem with releasing a demo for Infection or constantly updating the demo. It definitely didn't hurt ANYTHING. And I always got feedback, and people who were interested in the final product.
It worked for me, but the same won't apply everywhere.
My main thing is that I want my demo to be out there for everyone, and I want it to be at its best so it keeps and holds players, make them want more or atleast try it again.
I also always tried to leave the demo at a good stopping point, storywise. Even if I had extra content after it, that way it ends making sense.
It worked for me, but the same won't apply everywhere.
My main thing is that I want my demo to be out there for everyone, and I want it to be at its best so it keeps and holds players, make them want more or atleast try it again.
I also always tried to leave the demo at a good stopping point, storywise. Even if I had extra content after it, that way it ends making sense.
author=Killer WolfI think I'll be trying some of these.
(...)
give the player access to a number of spells and summons that don't even occur until several hours into the game.
(...)
It may be a dumb trick, but having scenes from areas and situations beyond the demo play at the end, possibly with some stirring music, can go a long way to keeping people interested in seeing what the game will do next.
cut together differently. It is paced much more quickly than the actual level.And maybe that one. The part I'm planning to release for the demo is supposed to be "fast". It's some kind of infiltration.
I know the term demo is used differently "here" (RM related stuff). Almost all RM games I've played (from any "language") have always that thing. Releasing content as development progresses. As I don't want to make 100 demos (ever again, cough cough), this will be the only one. Just as InfectionFiles said, something the people can "test", mostly for them (I don't get angry if someone gives me feedback or makes a review though <3).
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