Honestly, if the idea of no trials don’t bother you, there are plenty more reminders why YOU shouldn’t preorder.

  • @BuddyDoQ@lemmy.world
    link
    fedilink
    English
    251 year ago

    Developer here - currently indie but was in the machine at one point. Cold hard fact is that demos hurt sales for AAA games, and pre-orders get cash in the door today to keep the lights on. With millions and years invested, they must hedge and limit risk as hard and as quickly as possible.

    • @damipereira@lemmy.world
      link
      fedilink
      English
      181 year ago

      If demos hurt sales, that means that game devs depend on gamers buying games they don’t actually end up liking right? I understand making games has become pricier and pricier, but if the whole business model is dependent on “We want to trick people into getting stuff they don’t want”, then we have a problem.

      • @BuddyDoQ@lemmy.world
        link
        fedilink
        English
        41 year ago

        The reality is probably closer to the flightily nature of us as gamers - We mostly just want to try the game because some part of it seems fun, if that can be tried for free with a demo, why buy it now that we got our fix? Why would a big AAA take that risk?

        • @damipereira@lemmy.world
          link
          fedilink
          English
          71 year ago

          If people get enough from a free demo maybe it’s time to make shorter cheaper games, and start churning out 2 hour playtrough 15usd games, but with high quality graphics/acting/voices/etc. Or just abolish capitalism and make fun games no matter if they sell or not 😂

        • Cosmic Cleric
          link
          fedilink
          English
          21 year ago

          If a demo is enough of a fix for a customer, then that’s got to mean that something wrong with the product overall.

          Good games keep you engaged, bad games you leave alone.

          • @BuddyDoQ@lemmy.world
            link
            fedilink
            English
            21 year ago

            I personally agree with that sentiment. Rather than demos, I lean into cheap early access indie games that seem cool on steam, and use subscriptions to check out bigger games (humble choice and xbox gamepass). Tons of games to try, while still less than one “full” game in cost each month.

    • @axus@lemm.ee
      link
      fedilink
      English
      141 year ago

      Companies 100% have a right to skip demos and sell pre-orders. And people have a right to boycott those.

      • @BuddyDoQ@lemmy.world
        link
        fedilink
        English
        61 year ago

        Absolutely! The numbers show they gain roughly double the sales with trailers/footage and no demo, they won’t budge until boycotts reverses that. Same with microtransactions we all hate; they basically just print money.

    • @teamchuckles@lemmy.world
      link
      fedilink
      English
      21 year ago

      I don’t really understand how this is measured? I attempted to look up some research on it, but it seems most articles that say this are referencing one conference by Jesse Schnell who basically just correlated games with demos, sales, and expected sales. What measure is used to figure out if a demo causes someone to not buy the game? I suppose if they measured presales that were cancelled after a demo, but most anticipated games don’t have demos anyway so the data is already skewed in the favor of “no demos.” Does it take into account outliers like FFXVI? Highly anticipated game with a demo that sold very well…

      I would venture to guess that the data is skewed because lots of AAA games don’t have demos and lots of indie games that might not have been purchased anyways trying to get a little markershare, but there seems to be such little research on it.

      If you have an actual study on the topic, I would be very interested in seeing their method of results.