4 ms·
> why pay for more ? I am guessing for the "lenth of the game - 90 minutes" From my experience as a gamer, now days between the free games on mobile, epic game
by soulbadguy 3y ago
> why pay for more ?
I am guessing for the "lenth of the game - 90 minutes"
From my experience as a gamer, now days between the free games on mobile, epic game store and xbox game pass, the almost infinite amount of dirt cheap games on sale at any time on steam and the "sink all you life always online: experiences like destiny, overwatch etc... etc... The main resources for games is time not money. The idea that someone would find a game that they actually enjoy and decided not to pay for it (or wait for it for a sale) i don't think is realistic.
Sure some people will sample the game, but the people who won't buy the game after sampling it are the same people who wouldn;t buy the game either way.
- aschearer 3y agoThat may describe your patterns but it doesn't match my lived experience with a game on Steam... I added a demo and saw sales decline. I removed the demo and saw sales increase. I've heard similar stories from others.
- leoqa 3y agoPerhaps your game is bad? Encouraging folks to gamble on their enjoyment seems like a losing strategy- instead make a compelling game?
- AlexandrB 3y agoIs it a losing strategy if the revenue increases? Consider how encouraging gambling on in-game items instead of making better games has served the mobile gaming industry. Unfortunately the world is not just and consumer-hostile behavior often ends up being more profitable.
- waboremo 3y agoNo, demos negatively affecting sales has been known for years now. Even studies as far back as 2013. This isn't some "your game is just bad" situation. Besides, even if it was, it's not like developers set out to make a non-compelling game. Like woops, let me just press the "compelling" button before shipping!
- somethingreen 3y agoCapcom has been providing demos for most (all?) of their big releases for a while now. Seems to be working out fine for them.