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| Issue 72 - March 30, 2000
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Feature
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| Giving the Game Away |
In the second part of our look at demos, we argue that maybe they do serve a purpose after all...
James Price
Occasionally, a codeshop releases a demo that, rightfully, commands both time and even column inches. The Half-Life: Uplink demo is one such example. Rather than being a moment ripped from the full commercial title, it was a specially created episode, with a clear beginning and chilling conclusion. Those who hadn't played Valve's opus could appreciate its production values, and would/will accordingly consider buying the full game. For existing fans, it was an unexpected bonus, and this enhanced Valve's reputation.
For Final Fantasy VIII, Square released a huge demo that featured a self-contained segment of the game. Obviously, not every piece of entertainment software, adventure or not, allows this kind of generosity. The excitement it generated was significant. Similarly, Rebellion's measured release of three Aliens vs Predator demos helped build a noticeable amount of enthusiasm and publicity prior to its high street debut.
What was that other demo? Oh, yes. Quake 3. Created a few ripples, that one...
Do game demos help sell units?
With the above examples, it's easy to argue a positive 'yes'. But, in the absence of reliable consumer feedback, who can say for sure? With mediocre or just plain poor titles like Puma Street Soccer or Starshot: Space Circus Fever, you'd have to say 'no'. Which rather begs the question: why do they bother?
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