HOW LONG SHOULD DEMOS BE?
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author=kentona link=topic=3599.msg74558#msg74558 date=1242078739
I prefer the demo to be from the start of the game as opposed to some arbitrary point in the middle.
I find games less fun if I don't have proper context, and that's harder to do in a demo starting somewhere in the middle.
I think it'd be neat to see a demo that plays a seperate but related piece of story. It could be something like a prelude, a side story, or similar. So it would be something not included in the final game, but still shows off the features while supplying something additional. That'd be neat.
I just found an article one them demos. It probably doesn't apply to most of you who aren't making demos instead are releasing betas. But still it does have some neat points for all your demo design choices.
http://www.escapistmagazine.com/articles/view/columns/experienced-points/6088-Your-Demo-Sucks
http://www.escapistmagazine.com/articles/view/columns/experienced-points/6088-Your-Demo-Sucks
I've learned from school and my network of friends that developers don't want you to play anything good about the finished product because it'll no longer hold your interest when you finally get to play the real thing. A bit of ViewersAreMorons of the Video Game variety involved in that.
author=kentona link=topic=3599.msg74558#msg74558 date=1242078739
I prefer the demo to be from the start of the game as opposed to some arbitrary point in the middle.
I actually liked the PC demo for FF8 (yeah everyone played this ::)) But it took place in the ballroom scene where Squall meets Rinoa and ended after the monster training area fight. It isn't 'in the middle', but it was past the intro and beginning.
I guess if I were doing the demo I'd make it start in the doilet invasion with that badass beach entering boat scene. But then again I enjoyed the monster trainer area and how it had a huge jurassic park influence and the scene where you're looking at balamb garden as a whole gave you a "WOAH, THERES A COOL WORLD OUT THERE" feeling.
When buying the game, the intro really struck me. Granted FF8 was a below average game, but the demo did the job right. Though I think an indie/amatuer person would worry less about that kind of stuff, as a demo is to just show off rather then sell a product.
author=Darken link=topic=3599.msg76405#msg76405 date=1243114343this isn't granted at all btw as FF8 is a genuinely fun game
Granted FF8 was a below average game, but the demo did the job right.
It's below average because the internet says it is 8)
There souldnt be a set time limit, however make a demo long enough to give basic information, introduce the character, some of the plot, and provide some fun gameplay. Then end the demo at a moment of suspense leaving the Player questioning what has happened.
I like 2-4 hours. I prefer a specific time limit rather than certain percentage of the game, like 25-75%.
Of course, the thing with 'demos' is that they're really just early, incomplete releases, which means something different than 'game demo' like with commercial games... I feel like the main purpose of releasing a demo is to gather feedback on what doesn't work and hopefully feel inspired to keep working away at the game. That's why it's good to set arbitrary limits in hours and minutes, not percentages.
Of course, the thing with 'demos' is that they're really just early, incomplete releases, which means something different than 'game demo' like with commercial games... I feel like the main purpose of releasing a demo is to gather feedback on what doesn't work and hopefully feel inspired to keep working away at the game. That's why it's good to set arbitrary limits in hours and minutes, not percentages.





















