HOW OFTEN SHOULD A WORK IN PROGRESS UPDATE THE DEMO?
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Title says it all.
Say I'm working on a game of three arcs. The demo is the first arc. A few months later, I've added 2-4 dungeons and towns each. Is that enough to merit a new demo upload, or should I complete the arc? Or should I wait upwards of years and only replace the demo once the whole game is done?
As a developer, I feel I want to showcase the progress I'm making all the time.
As a gamer, I don't think I'd wanna play the same unfinished game over and over and get a little further every few months without beating it. And if I kept my save file, playing a few hours every few months might feel like a big tease. So then I'd rather play a complete arc or episode.
Thoughts?
Say I'm working on a game of three arcs. The demo is the first arc. A few months later, I've added 2-4 dungeons and towns each. Is that enough to merit a new demo upload, or should I complete the arc? Or should I wait upwards of years and only replace the demo once the whole game is done?
As a developer, I feel I want to showcase the progress I'm making all the time.
As a gamer, I don't think I'd wanna play the same unfinished game over and over and get a little further every few months without beating it. And if I kept my save file, playing a few hours every few months might feel like a big tease. So then I'd rather play a complete arc or episode.
Thoughts?
Demo is short for "Demonstration." It shouldn't really be used to put up unpolished drivel, so much as it's there to give players an idea as to how the final product would actually look like. It's a marketing tool for the most part.
I think you could still show progress without putting up something playable, through the use of screenshots and the likes. Talk about any features of your game that could be potentially interesting, and build up hype!
I just feel that people begin to lose interest after a while when a project is constantly updated with incomplete demos and no final product.
I think you could still show progress without putting up something playable, through the use of screenshots and the likes. Talk about any features of your game that could be potentially interesting, and build up hype!
I just feel that people begin to lose interest after a while when a project is constantly updated with incomplete demos and no final product.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Rather than repeatedly release demos, once I have one working demo that I think will capture the player's interest, I prefer to hold their interest with videos of the rest of the game that I'm working on. Along with blog posts and screenshots and example artwork, of course, but the videos are what make me feel like I'm actually able to let people see what the game itself will be like, while the rest of that is more like showing off the ingredients that go into the game.
Don't need videos of everything, of course. I made a video of the first two or three minutes of a dungeon I made, for example, but not the whole thing. I suppose you could do the whole dungeon if you wanted, I just want people to still have a game to play.
Don't need videos of everything, of course. I made a video of the first two or three minutes of a dungeon I made, for example, but not the whole thing. I suppose you could do the whole dungeon if you wanted, I just want people to still have a game to play.
I think only one demo should be published. Maybe if you release a demo of a quarter of you game/arc while you are already in the mid-way to finish it? If a demo of a very early stage is published, some things may drastically change so the demo may not resemble the final product.
Or maybe publish each arc after completed (So they aren't demos, they are Game part I, II and III)... LockeZ ideas about updates are also nice. If you publish something weekly or monthly it may keep you doing things for your game and keep your players interested about it.
Or maybe publish each arc after completed (So they aren't demos, they are Game part I, II and III)... LockeZ ideas about updates are also nice. If you publish something weekly or monthly it may keep you doing things for your game and keep your players interested about it.
I'm curious about uploading a (polished) demo/prototype where say the game's story is given a foundation and, for an open world/multi-path game, the player can see the beginnings of several major decisions they can make.
To me as the developer it seems to deliver a significant taste of the game's core components and flavours: combat, quests, story, ways to affect the in-game world, and the world itself.
Would it be best to deliver more In a demo and call what I listed above as a prototype?
And with regards to an open world where I'm aiming to create a fluctuating world (people and towns change over time and how you interact or don't etc):
Would people really prefer screenshots, blog posts, and videos of minor pieces over time or a new demo after a long wait with a wide swath of new material all at once? As of now I feel the more of the smaller pieces may dilute the experience.
Any input on this?
As you might be able to tell I'm new and still getting my feet wet in game design.
Thanks and have a good day,
-SP
To me as the developer it seems to deliver a significant taste of the game's core components and flavours: combat, quests, story, ways to affect the in-game world, and the world itself.
Would it be best to deliver more In a demo and call what I listed above as a prototype?
And with regards to an open world where I'm aiming to create a fluctuating world (people and towns change over time and how you interact or don't etc):
Would people really prefer screenshots, blog posts, and videos of minor pieces over time or a new demo after a long wait with a wide swath of new material all at once? As of now I feel the more of the smaller pieces may dilute the experience.
Any input on this?
As you might be able to tell I'm new and still getting my feet wet in game design.
Thanks and have a good day,
-SP
I wouldn't release demos at all unless there is a good reason to do so.
Good reasons include:
1. You are done with the basic core of the game and just want to check if people consider it playable. Sometimes it's useful getting some suggestions early on because it's easier to change core mechanics before everything is done.
2. You are nearing completion of your game and want to build up some hype. Never release a demo in this case unless you are sure you will be done within the next 30 days.
3. The game is finished and you are convinced it is good and want to sell it, but just screenshots and videos don't show what's truly good about the game, so you release a free demo to get people interested.
4. You want to crowdfund your game, but screenshots and videos don't show what's truly good about it, so you release a demo to get people interested.
That means at max you should be releasing a demo of a game twice (early stage to get feedback/pledges and during the release phase to build up interest/hype).
Good reasons include:
1. You are done with the basic core of the game and just want to check if people consider it playable. Sometimes it's useful getting some suggestions early on because it's easier to change core mechanics before everything is done.
2. You are nearing completion of your game and want to build up some hype. Never release a demo in this case unless you are sure you will be done within the next 30 days.
3. The game is finished and you are convinced it is good and want to sell it, but just screenshots and videos don't show what's truly good about the game, so you release a free demo to get people interested.
4. You want to crowdfund your game, but screenshots and videos don't show what's truly good about it, so you release a demo to get people interested.
That means at max you should be releasing a demo of a game twice (early stage to get feedback/pledges and during the release phase to build up interest/hype).
I've got two demos planned myself, the same way Rya describes it: one at an early stage to see if people like the core mechanics, and one near the end to generate interest.
I play demos as a means of seeing whether or not I'll be interested in the final product, but also to provide feedback. However, with all the games currently available, I will seldom ever play a demo more than once, no matter how many versions of that demo come out.
If I'm impressed by the first demo, I'm going to wait for the final thing, because the last thing I want is to get sucked into a game that currently has no ending, and considering how many games never get finished, I prefer to wait for the completed project than investing more time than necessary.
If I'm not impressed by the first demo, I'm pretty reluctant about giving more time for future demos. I may consider the final game once it's completed to see if things were improved, but I most likely won't play any future demos for that game.
Basically my point is - when you release a demo, ensure it's as polished as you can get, because first impressions do count.
If I'm impressed by the first demo, I'm going to wait for the final thing, because the last thing I want is to get sucked into a game that currently has no ending, and considering how many games never get finished, I prefer to wait for the completed project than investing more time than necessary.
If I'm not impressed by the first demo, I'm pretty reluctant about giving more time for future demos. I may consider the final game once it's completed to see if things were improved, but I most likely won't play any future demos for that game.
Basically my point is - when you release a demo, ensure it's as polished as you can get, because first impressions do count.
Hi!
Honestly, I put up WIP's and update it a lot. But that's mostly because I want feedback on my work. I ditched the 'Demo' tag and named it verion 0.x
Most of the stuff I put in are experimental and their stay on my game relies on whether or not the people will want them. So yeah, update whenever you need player feedback.
Granted, yes this may diffuse hype. But come on, I don't care much about hype. If the people really wants it, they'll stick with it 'till the end. Hype will follow afterwards. It's my logic, so yeah.
But I'm still a n00b (technically), so I could be mistaken.
Honestly, I put up WIP's and update it a lot. But that's mostly because I want feedback on my work. I ditched the 'Demo' tag and named it verion 0.x
Most of the stuff I put in are experimental and their stay on my game relies on whether or not the people will want them. So yeah, update whenever you need player feedback.
Granted, yes this may diffuse hype. But come on, I don't care much about hype. If the people really wants it, they'll stick with it 'till the end. Hype will follow afterwards. It's my logic, so yeah.
But I'm still a n00b (technically), so I could be mistaken.
Getting feedback is important, but if you're only talking about building hype for a game, putting out on or two demos maximum would probably be better than say monthly demos. It's a bit of a balancing act, really, between how much feedback you think you need and how much hype you want. If you're still putting out demos after you're more than halfway done with the game, you're probably overdoing it.
author=karins_soulkeeper
Hi!
Honestly, I put up WIP's and update it a lot. But that's mostly because I want feedback on my work. I ditched the 'Demo' tag and named it verion 0.x
Most of the stuff I put in are experimental and their stay on my game relies on whether or not the people will want them. So yeah, update whenever you need player feedback.
Granted, yes this may diffuse hype. But come on, I don't care much about hype. If the people really wants it, they'll stick with it 'till the end. Hype will follow afterwards. It's my logic, so yeah.
But I'm still a n00b (technically), so I could be mistaken.
The problem is if you keep releasing new experiemental versions of your game, eventually nobody will want to play them anymore and then you don't get any feedback at all.
Let's put it like this - more than hype, playing a game over and over again (even it's just part of it in the demo) diminishes the impact the game has as a whole greatly.
So, it's less enjoyable for those who follow through and creates less hype, obviously.
So, it's less enjoyable for those who follow through and creates less hype, obviously.
Also to add what others above have said, you don't need to have a demo for every added-in feature. Kylaila hit the nail on the head I think. While a developer may think it's necessary to release a multitude of demos, how many people are willing to play the same game (demo or not) multiple times in a row? I can't even be bothered playing the same game twice in a year.
There are all sorts of avenues for getting feedback, and demos shouldn't be the only one. If you have drastic changes and features, an updated demo may be warranted. Otherwise, write up blogs to encourage discussion - sometimes a blog about a feature you are planning to add may generate more hype (even if it's not yet included in the demo) because the player is in anticipation of what this will look like in the final product.
SnowOwl also made a good point. If you're releasing demos 1/2 way into the project for feedback, chances are you are either lacking the confidence needed, you waited too long, or the project is a mess.
That's not always the case, but I would speculate that in most cases you want enough feedback while the project is still in its early stage in order to ensure you are planning the game the way it should be planned right from the get-go, rather than risking having to delay the project considerably or scrapping it entirely near the end.
Finally, feedback is certainly more important than hype, but there comes a point where people get tired of giving feedback, especially if they're concerned whether or not the game will ever be finished. Considering that some developers thrive on feedback as a source of attention to the point they never finish anything, I understand why game players go weary and drift away from projects that appear to be in an infinite development cycle.
There are all sorts of avenues for getting feedback, and demos shouldn't be the only one. If you have drastic changes and features, an updated demo may be warranted. Otherwise, write up blogs to encourage discussion - sometimes a blog about a feature you are planning to add may generate more hype (even if it's not yet included in the demo) because the player is in anticipation of what this will look like in the final product.
SnowOwl also made a good point. If you're releasing demos 1/2 way into the project for feedback, chances are you are either lacking the confidence needed, you waited too long, or the project is a mess.
That's not always the case, but I would speculate that in most cases you want enough feedback while the project is still in its early stage in order to ensure you are planning the game the way it should be planned right from the get-go, rather than risking having to delay the project considerably or scrapping it entirely near the end.
Finally, feedback is certainly more important than hype, but there comes a point where people get tired of giving feedback, especially if they're concerned whether or not the game will ever be finished. Considering that some developers thrive on feedback as a source of attention to the point they never finish anything, I understand why game players go weary and drift away from projects that appear to be in an infinite development cycle.
(Sorry for necro-posting)
I am one of those who like to upload new demos all the time, (but at least try to add and change many things not to bore the player ) but I do it for two reasons :
- If a new player would find my page better to play the newest version
- To prove that I 'm making progress with the game , instead of being another dead project
I am one of those who like to upload new demos all the time, (but at least try to add and change many things not to bore the player ) but I do it for two reasons :
- If a new player would find my page better to play the newest version
- To prove that I 'm making progress with the game , instead of being another dead project
There is really no one correct answer to this question.
But I will say this: an RM ("amateur") game development cycle is nothing like a traditional development cycle. It's much more like a prototypical form of the *EARLY ACCESS* concept that was well...accessed ten years earlier by the RM community before the concept became mainstream. In a normal development cycle, a demo (they almost aren't a thing any more in commercial games, really) is something maybe 30 minutes long that you release for promotional & marketing purposes when the game content is 80-90 complete%. In the RM community a demo is something often much more substantial (as much as 2-4 hours sometimes) that you release for more diverse reasons MUCH earlier in the dev cycle, sometimes with as little as 10% of the game complete.
In the world of RM, a playable demo emerging when a full game never will is the norm. It is the fate of most RM games. In the world of commercial game development, it is something that almost NEVER happens.
It has always struck me as strange almost to the point of baffling that we are even using the word 'DEMO' when generally speaking DEMOS of RM games have so little in common with actual demos.
None of this provides an actual answer to the question but it does provide the context and foundation needed to seek an answer that's "right for you".
I have to say additionally that the first ten or so replies in this topic seemed quite wedded to the way that demo content is throttled by the "professional" game industry. I have said stuff like this in the past: 'one demo per game, don't be ridiculous'. But I am really reconsidering my position. Very recently I released a build of a game that was very rough to get it out in time for a contest. This game is still near the beginning of it's dev cycle and there will almost certainly be one or more additional demos in it's dev cycle. Because a one-person dev cycle for a full length game can take an inordinately long time.
But I will say this: an RM ("amateur") game development cycle is nothing like a traditional development cycle. It's much more like a prototypical form of the *EARLY ACCESS* concept that was well...accessed ten years earlier by the RM community before the concept became mainstream. In a normal development cycle, a demo (they almost aren't a thing any more in commercial games, really) is something maybe 30 minutes long that you release for promotional & marketing purposes when the game content is 80-90 complete%. In the RM community a demo is something often much more substantial (as much as 2-4 hours sometimes) that you release for more diverse reasons MUCH earlier in the dev cycle, sometimes with as little as 10% of the game complete.
In the world of RM, a playable demo emerging when a full game never will is the norm. It is the fate of most RM games. In the world of commercial game development, it is something that almost NEVER happens.
It has always struck me as strange almost to the point of baffling that we are even using the word 'DEMO' when generally speaking DEMOS of RM games have so little in common with actual demos.
None of this provides an actual answer to the question but it does provide the context and foundation needed to seek an answer that's "right for you".
I have to say additionally that the first ten or so replies in this topic seemed quite wedded to the way that demo content is throttled by the "professional" game industry. I have said stuff like this in the past: 'one demo per game, don't be ridiculous'. But I am really reconsidering my position. Very recently I released a build of a game that was very rough to get it out in time for a contest. This game is still near the beginning of it's dev cycle and there will almost certainly be one or more additional demos in it's dev cycle. Because a one-person dev cycle for a full length game can take an inordinately long time.
Whenever the maker feels like it. This is a hobby community, people do this for fun, and they don't owe their audience shit.
...like I'm not saying that as if flipping off your audience and going "PTHHRVTVRHHT" is a Great Idea; I mean it as in THIS IS A HOBBY. No one is getting paid to make rpg maker games (unless they do it commercially), so obvs people are gonna have real lives apart from it.
I try to remind myself of this when the guilt of "I did not mak gam today..." settles in.
...like I'm not saying that as if flipping off your audience and going "PTHHRVTVRHHT" is a Great Idea; I mean it as in THIS IS A HOBBY. No one is getting paid to make rpg maker games (unless they do it commercially), so obvs people are gonna have real lives apart from it.
I try to remind myself of this when the guilt of "I did not mak gam today..." settles in.
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