David Edery: Tips for making good XBLA demo releases

Posted Jan 17, 2008 at 12:14PM by QJ Staff Listed in: Xbox 360 Tags: David Edery, Xbox Live Arcade
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David Edery: Tips for making decent XBLA demo releases - Image 1First impressions are everything. Think about it: how many times have we been turned off on a potentially terrific Xbox Live Arcade title just because its demo on Xbox Live failed to deliver?

David Edery appears to agree on this point as well - the XBL worldwide games portfolio manager updated his blog with an interesting how-to guide for game developers regarding this topic.

Edery detailed that the demo should be more than just a gameplay teaser, that it should also try to whet the player's appetite for the game's full release. As he reiterated on the importance of a good demo:

A downloadable game's trial is everything. It doesn't matter if you licensed the three greatest IP of all time and fused them into the holy trinity of game design itself. If the trial stinks, most people won't bother to lift the curtain on the full experience.


Edery also emphasized on good PR being another force multiplier. As he explained by way of a theoretical scenario you've probably experienced before.

Imagine being faced with two games, both of relatively equal quality. One has been hyped in the press for months. One is unheard of. Your friends are all talking about the first game. You yourself have been looking forward to it. But the other game is just as good. Which are you going to buy?


The man also listed several suggestions for developers who hope to make an impressionable demo of their XBLA release. Edery explains that these pointers work just as well for games on other platforms. We've provided you guys with a short list of the said pointers - you can view their full details via the source link.

Who knows - if our favorite devs decide to take the time to read Edery's hints, it could promise better trial releases for us gamerfolk in the near future.
  • DonÂ’t confuse or frustrate the player
  • DonÂ’t make the player wait for the fun
  • DonÂ’t make the trial too short
  • DonÂ’t make the trial too long
  • Intensify the playerÂ’s curiosity
  • Work that upsell message
  • Show off your best features
  • Know your audience


Via Game Tycoon blog

 
 
 

Comments [refresh]

by rollypoly - 2008-01-17 07:50
» as an end user

i agree with most of that.



i don't really think showing off the best features in the demo is good however. it only leads to disappointment when you realize the full game doesn't have anything more to offer.



my main gripe with most movie commercials is that you've already seen the best parts.



think of it as lingerie for gamers. entice us to want to get underneath what you are showing, don't just stand around naked...

by Orlyeh - 2008-01-17 08:50
» Feature

I agree with you that giving away the "best parts" will offput many people, but you can still expose the player to some modicum of the game's awesomeness. Bioshock did this pretty well by allowing the player access to merely a few of the game's plasmids rather than none.

by rollypoly - 2008-01-17 22:21
» true

i didn't play the bioshock demo, but i might as well have. i didn't play that much..



i can see what your saying however. crackdown got me with it's skill advancement, but you never got to max out any skills in the demo.

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