What makes a demo really good?

As the Switch eShop library continues to grow, so does the number of demos available. And hey, the demos are great!
This convenient try-before-you-buy approach has drawn us to many games we might never have gotten our hands on, as well as a number of demos that offer the ability to transfer your data from the trial to the full version by playing through intros. increasingly feels purposeful rather than “ugh, I’m going to have to play it all again in the full version, right?”
The range of demos currently on offer has left us scratching our chins in contemplation (yes, that’s the real word) about what really does good demo. Sure, play time is one thing, but what about content? What should we see about the game, and what should we keep secret? What about features? Should we have access to everything with a short vertical slice, or should there be a much richer experience behind the paywall?
If you’ve ever wondered the same question about a demo, or maybe you’re a game developer looking to run your own demo and accidentally read this for inspiration, let us share with you our personal thoughts on what goes into making a good ‘un (and let us know your own thoughts in the polls at the bottom of the page). Let’s start with the obvious…
Portable Saved Data Please

Thanks in no small part to the excellent demos released by Square Enix (Octopath Travelers and Live A Lives of the world), we now live in constant hope that our demo saves will carry over into the main game if we decide to buy. For any demos that are an hour or more long, this quickly becomes a must-have feature that forces us to click Download in the first place.
No matter how good your game is, how interesting this Opening Hour can be, and how quickly we ran into the “purchase” section of an online store after it ends, no one wants to repeat this Opening Hour right away, especially with so many educational materials. they usually are. Time is precious and we want to feel like the past 60 minutes meant something. It’s not possible if instead of seeing the EMMI corpse we have only managed to get a kill in the Metroid Dread demo, instead we go back to the opening cutscene in which Samus approaches ZDR as if the fight to the death that we somehow survived never happened.
And this is not to tarnish Dread (as if we ever could); many, many demons are guilty of the same crime. While it’s not as annoying with shorter trials, surely we can all agree that transferring save data can only be good?
But how long?

Now this is interesting because there is no ready answer. A brilliant demo is still a brilliant demo almost no matter how long it is. If the game is addictive enough to keep us hooked in 10 or 15 minutes, then why should the demo be longer? But if the game is all about spending time with a mechanic until you really break it at the two to three hour mark, then this is definitely the time it should work.
Ultimately, the demo should stay until it does its job. What is this “job”? Well, to get us to buy the game, of course. But it’s not just a case of us just showing us the best moments before the “give us £60 to find out more” message pops up, oh no. Instead, the demo is meant to present the experience, teach us some basic controls, give us a little sense of accomplishment when we’re doing something right, and then saying “money please” just when we think we’ve got the hang of it.
But the length of time people need will vary from case to case. A full 15 minutes of the Sonic Frontiers demo barely gives you time to get past the “Press A to jump” message before you get kicked out, while the full ten hours of the Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition demo is about building your understanding the game mechanics so you can move on to the full game as complete as you’ve ever been.
Perhaps instead of asking, “What is the correct demo length?” we should ask, “How long should a good demo last?” Not all challenges need to have a timer constantly ticking backstage when goal-based tasters are just as helpful – you take as much as you need, but they end once you pass a certain milestone.
We regularly see this in everything from Dragon Quest Treasures to Mario + Rabbids Sparks of Hope, and it’s a great way to let the player go through the first chapters quickly in 30 minutes if they want to, or sit back and explore every corner. and cranny for hours. Didn’t we all collect all the coins on the demo level and then feel complacent, thinking we somehow cheated the system by getting more out of the one-level trial than the developers intended? Take this multi-million dollar studio!
Demonstration of the best #content

This brings us perfectly to the last aspect of a good demo: the actual “content”. We’ve already figured out that we need a decent amount of time to play, so the tutorial and the first few levels seem like a good amount of time. But that doesn’t mean we need to see All. It may even be that a non-linear approach works best. This is the beginning Always best place to start? Depends on the game, of course. But perhaps the Stage 2 mini-boss battle could have given curious players a better taste of the experience without getting bogged down in the crowd of uncaptured audiences with early game exposure.
Like a good movie trailer, the demo should show you just enough to make you think, “Yes, this is for me,” but not too much so that you don’t put off watching again because you can already see where it’s going. Are we talking about censoring the game during the demo phase to make the full experience even richer? May be! Sea Of Stars does just that with how much it actually tells you about the story, and it works surprisingly well.
Of course, unlockable items also keep us coming back for more – “play the demo to unlock X in the full game!” This is a good way to get around the demo length issue, as it makes the experience worthwhile since you’ve added something to the full game that might not be there otherwise. We’ve seen it in Pikmin 3 Deluxe on Ultra Spicy difficulty and even Kirby and the Forgotten Land’s Present Codes among others, and it never fails to give us a sense of accomplishment from doing nothing but playing. to the demo. Come on, who can turn down even more free stuff?
The thing is, making demos together is a tricky balance. Too short and you won’t have enough time to hook the player, but too long and the same player can overstep the line and feel like the game is over before it even starts.
However, one thing we need more than ever is precious save data. If you’re still reading, dear game developer, please don’t force us to replay the content of the demo. First of all, even with a free download, it is extremely important to respect the player’s time.
Unless your game is so good that we will gladly play again in the first hour. But how many games What good?
So what do you think? Do I need to play longer, or should demos be short and sweet? Or, perhaps more importantly, do you do demos at all? Fill out the following surveys to share your opinion with us.
Why not write in the comments to tell us about your best demo experience (we’ve even put together a handy inspiration guide below).