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Forums - Gaming - MI6: EEDAR Says Demos Hurt Game Sales

http://www.gamedaily.com/articles/news/mi6-eedar-says-demos-hurt-game-sales/?biz=1

Greg Short and Geoffrey Zatkin have revealed some telling statistics about game marketing, showing the worth of having a good trailer but the nebulous value of a demo.

Posted by N. Evan Van Zelfden on Tuesday, April 08, 2008

"Our industry is hit driven," Greg Short told an audience of game marketers. "But unfortunately, despite all the work we put into them, they don't always bring home the bacon," said the chairman of Electronic Entertainment Design and Research. He offered statistics, saying that only one in five games is a success.

Marketers are responsible for making decisions that impact how successful that game is. "But what are you decisions being based on?" asked Short. "To make the most of the knowledge and creativity that your staff possess, you need your stats and your facts earlier."

EEDAR has specialized in objective-based data that classifies games in minute detail. "We don't do any consumer polls," explains Short, because "We use that data over and over again. And you need to be able to form your own opinion, instead of using someone else's."

After a detailed discussion of the importance – and newness – of player achievements and how they could creatively improve game sales, the company's president, Geoffrey Zatkin, showed some never-publicly-presented numbers, dealing with game demos and game trailers.

"Not all advertisements increase sales," noted Zatkin, saying that while many games have downloads available to players, "different types of downloadable content have different results."

Cumulative unit sales increase with both a trailer and a demo over a game that has neither. Having a demo only causes those numbers to fall bellow the demo-trailer combination. "Having the demo is worthless than having nothing at all," said Zaktin.

But the graph soars when just a trailer is available for download. "On both consoles, having the demo, that does help the decay rate," continues Zatkin. This has led them to hypothesize that publishers should do a trailer at launch, and maybe launch the demo three months later. "A bad demo can keep people form buying your game," he added.

This reduces the impact on the development, states Zatkin. "And you're not impacting their critical timeline."

While it's true across the board, it does trend differently by genre. For example, says Zatkin, for sports games on the Xbox 360, "trailers have less of an impact."

"The latest evolution of game hardware has given all of you the chance to excel," concluded Short. "And we're in the game industry, so have fun."

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The bolded part is what I highlighted as the true problem rather then demos in general.  I can understand not having a demo and rather a video since you can trick people into thinking it is a good game by showing off of the graphics etc.  Bottomline is you have to make good demos and I say have them available with the game launch or a week before etc.  I always hated how EA released their games with no reviews for like a week so they can sell as many as they can before the crappy reviews start coming out.  Is basically the same way with demos.  Of course I may be baised as I just love demos and has actually lead me to buy a few games because of them. 



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Demos are good, I hate buying a game without one. In fact it was the Crackdown demo that got me to buy the game. I agree with the bad demo thing though, a demo is your first contact with a game, and if it sucks then you are much less likely to buy the full game.



Ha. You'd think this would be obvious.

If your game stinks, putting out a demo gives your potential customer a chance to find out how much it stinks, demolishing your carefully crafted hype.

Trailers won't do that because they show carefully selected snippets of gameplay and all the sexiest pre-rendered cutscenes. Hard to get a true impression of actual gameplay when they don't show you more than five seconds of it at a time.



"The worst part about these reviews is they are [subjective]--and their scores often depend on how drunk you got the media at a Street Fighter event."  — Mona Hamilton, Capcom Senior VP of Marketing
*Image indefinitely borrowed from BrainBoxLtd without his consent.

I love demos and I do feel much more nervous when buying without one, I just have to watch several gameplay videos to see if I like it, but then it annoys me when I play the game, and I have already seen the levels before (I felt that with Uncharted)



I remember when Max Payne came out and you could transfer saves from the demo to the full game, to save you playing the first level again. Thats how demos should be.



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Mistershine said:
I remember when Max Payne came out and you could transfer saves from the demo to the full game, to save you playing the first level again. Thats how demos should be.

 Patapon did that, it does ruin the opening if you have already played it, makes it a far less exciting start