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Design in Shareware/Trialware/Demos

Started by November 15, 2004 03:42 PM
8 comments, last by Sante05 20 years, 2 months ago
What do you think is a good design method for try-before-buy software? These are the basic elements I see: Limited Time The game may be 'complete', but kicks you out after a certain time. An example of a game that does this is Ricochet. How they do it is give you an initial 60 minutes or so, and when you reach that it only gives you 5 minutes at a time. I have never liked this type. And with Ricochet, the five minute time limit gave me a goal of "how high of a score can I get in five minutes?" and I never wanted to buy the game. Also, I think it is a rather jarring way of limiting content, and could upset the player. Limited Levels Either a level in the middle of the game is ripped out, or you are limited to one or a few levels in the beginning of the game. This is a much better alternative to time limited. When you stop, it is at a good breaking point, but hopefully the way you wrote the game will make the player "want to see what happens next". I think it is best to choose the starting level in a game that has a strong storyline. Like a good book, the first chapter is the hook. However it wouldn't be the best choice if you want to showcase a variety of what you can do in the game, things that might not be available in the first level. Limited Content Similar to limited level, but for a game that isn't really level based. For example, construction games and real time strategy games (some of which could be level based). In a construction game, like Roller Coaster Tycoon, the demo only lets you work in a small area with limited rides. The hook to try to get you to buy the full game is your desire for more work area. Sure you may want more rides too, but the demo works off your natural desire to expand. For a real time strategy game, you may be limited to one map and one race/nation. Unique Level The demo content won't give away the story to the buyable game, it may not even be available in the buyable game, but it showcases what you can do in the game. I think this is best suited toward first person shooters. Other Considerations Download Size -- web surfers may be willing to download a 100MB demo from id or Blizzard or other popular company, but for a small independent developer smaller is better because you need to attract impulse downloaders. Full Game Download -- technique where you actually download the whole game for the demo, but need to buy a key to unlock more content. The reason I am posting this is that I am pondering how I would distribute a demo of my own (although it is still too early in development to release anything). My game is to be a single-player sandbox rpg, where the story is not as important as exploring and finding new skills/spells. I think the best method would be to cordon off certain areas and try to build an desire explore more. What are your thoughts on designing a good demo, with the intent to sell? [Edited by - Scint on November 15, 2004 9:21:46 PM]
Weird, i was planning to make a thread on the same topic. Oh well, guess i won't have to :D

Limited time demos can work in some cases, but be careful with this one. Alien shooter used this type, on a level from somewhere mid-game with limited content. Being a non-stop action kinda game, i ended up trying to get as far as possible in the time i had, which was enough to get me hooked. But it might not have worked so well if it wasn't the adrenaline pumping action game that it is. The demo showed me that.

To me, the most important thing with a demo is that it should show me what the game is like. I can read all the reviews in the world, but I'll have to try it, you know? Then again, if the demo is just as much fun as the full game, I'd feel totally ripped off (but the developer would get his money anyway). This was the case with UT2003 for me. There was just more levels wich didn't bring a lot more than a different graphical enviroments and pointless gamemodes to the table. I would have had just as much fun if i just kept playing the free demo instead of buying the game.

And i TOTALLY agree on the download size thing. WTF is with those 400mb demos that plays for five minutes? I didn't even feel like downloading that with 1mbit DSL, much less on dialup. More and more of those are popping up. We don't need 30 minutes of music in .wav format, long video sequences or full voice-over for a demo. And if you think so, at least make a smaller version available. All that big data could be a nice bonus to buying the full game instead.

In your game, i'd go for the limited level approach. Make sure the player gets to see what the skills system is like etc. In diablo2 terms, it should be long enough to level up about 5 times.
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I can't say I would have bought diablo2 after just 5 levels of play - fledling characters tend to be quite boring. But demos are an important consideration.

On the size front smaller is CERTAINLY better. In a way, giving out a demo COSTS you money, as it is a form of advertising. Last I checked, bandwidth isn't free. Demo downloads will likely dwarf sales - a bad sign if you ask me. But it does indicate interest in your game (as oppossed to mere pageviews). So unless you have a puzzle game - don't do the unlock thing - few seem to ever buy unless you've got a really great game. 20-100MB seems to be ideal for online distribution.

MMO games do best by demos, I think. Limit leveling, playtime, and available classes and expose them to the players who "can", then voila! Jealous players who are eager to spend their $$$. The same applies to level based multiplayer games with a lobby.

For 3D games, also note that many use demos to determine COMPATIBILITY with their system -- so it shouldn't be developed early or separately from the actual app. I remember Microsoft Midtown Madess: (this was way back when I had a Revolution 4 video card from #9, my dad had a GeForce 256)

I spent a good while downloading the demo, which ran on my card great, and my dad's too - of course. So I proceeded to buy the full game - When it no longer worked with my card I was PISSED. If I ever wanted to go on a killing spree in Redmond, that was it. I'm sure I wasn't the only one.
"This I Command" - Serpentor, Ruler of C.O.B.R.A
You forgot one.

Limited plays
This applies mainly to puzzle games. You can play the full game, but it tracks how many times you do so, and after 20 games or so it runs out and you have to buy it to keep playing more.

I'm on dialup, so I far far prefer games I can play some version of online, without having to download anything. It really really annoys me when some site announces the full version of a game that's not playable from the webpage for months. (And Pogo of course has tons of "members only" games that I'll never get to see regardless. Grr.) I know they do it because of money and all, but considering I never buy the games, it's annoying anyway. ($19.95 for the full version of Bejeweled? What's the deal with that? I can play dozens of Bejeweled clones for free, what the hell do I need better graphics and music for when it doesn't really make the gameplay much different?)

As for your game, I'd suggest starting it off on an island or in a mountain valley with only one small pass out. The player is limited in how many levels they can gain in the demo, and there's a boss guarding the way out of wherever they are, which can't be defeated at the maximum attainable level. Give them a couple of towns and a dungeon or 2, and maybe an interesting bit of story to get people hooked. Then in order to get past the boss, they have to buy the full version so they can gain enough levels to kill him and explore the rest of the world. Just make sure the rest of the world lives up to or even surpasses their expectations. :)
If a squirrel is chasing you, drop your nuts and run.
Ah yes, I forgot about limited plays.

I actually did get hooked on Diablo 2 because of the demo. The demo stopped when you defeat Blood Raven, iirc, and you could only play a barbarian. I really enjoyed the stat & skill point system and, like all Blizzard games, the gameplay was polished. I bought Roller Coaster Tycoon because of its demo too.

On the other hand, I didn't get great games like Wolfenstein 3D and Doom based on the shareware. I felt that the sharewares were complete enough that I could just play them for fun. Later I got them when they were cheap and discovered I missed out :-\
random idea...
would it be feasible (ie. not too much of a hassle) to have a Java version of a demo (in the form of an applet maybe) so the user could play online then if he or she enjoys it she can play the full game which can be downloaded on to the hard drive.

yes?, no?, ...bleh?

Beginner in Game Development?  Read here. And read here.

 

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I would like to share with you what has worked very successfully. First I need to tell you that a few combos which you have mentioned above have worked for many authors. If you in fact do create a very good quality product, then I would strongly suggest don't run, hide or cheat with it. In other words, try and restrict the game to ONE level, or one of something that belongs to the main core of the game and leave all else fully available to the user. This is very important, it's about riding this fine line. It's a fine line where you DON'T give them too much as to discourage them from buying but GIVE them enough so they KEEP the game on their machine for years. When they keep your game on their machine for years you wouldn't believe all the people that look over their shoulder at work or home and who they tell it too over that period of time. I have a good number of people tell me they have played my game for over a year and finally purchased. Getting someone to download and install your game is actually a small success in itself so try and preserve it.

With the above mentioned, it is only one small part of a chain of important things to consider to have some consistent sales coming in. I think the most important is the type or catagory of game you decide to make and sell. Good luck and make something good :)
I think you're right. If you can get people to come back and play the demo again and again, they're likely to buy the full game. If you get that far, a couple of new questions arises.

How do you inform the player about all the stuff they're missing? I'm not a big fan of the classical nag screen on exit, but i really can't think of anything better. Any ideas?

And what exactly ARE they missing? As mentioned, i sure didn't miss anything in the UT2K3 demo. Epic gave away too MUCH for free. If the bombing run game mode wasn't in there and i got to hear about it being in the full version, i'd gladly buy like 5 copies. Maybe it's because i put gameplay before all else, and the full version didn't put up a lot in that department over the demo. I'm sure modders and people who like patches felt differently.
The best way without a doubt in my mind is having an entire full screen appear on EXIT. This is not considered a nag screen. It doesn't appear or interupt their game play in any way. This is very important so that a player will NEVER miss the sales pitch or full version information. There will be a large % of people that won't click on your pull down menu to see full version information on what their missing. Repetition with this EXIT screen is a very powerful thing over time. Make sure on this screen they can click on a link which takes them right to the order form. Keep the game ON their machine always but don't give them too much where they have enough for all time. Also make sure the EXIT screen kicks in if they click the "X" (close) button as well.
Another good option to show the players what they are missing (at least in strategy games) is to display all the buttons. For example, showing all the structures in the "Build" menu, but only allowing the player to plant 2 or 3. Of course, that doesn't work in all games.

Just remember what you're selling is the difference between the demo and the full version. If that difference is too small, players won't be interested in paying for little more than what they already have for free.

For level based games, I'd make a demo featuring one unique level , designed just for the demo, where you show the gameplay at its best, instead of featuring the first level/s of the actual game.

This way, the player is getting an (almost) complete view of the gameplay, while the difference between demo and full version is as big as possible, as ALL levels will be new when you buy the game.
-----DevZing Blog (in Spanish)

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