Article Tags / bionic-commando (2)

Why Your Demo Sucks: Design Errors and Cognitive Dissonance

Like the pre-order metagame and the trophy/achievement metagame, demos are part of the less-evolved fringes of game design. Which is odd considering how long we’ve had demos in one form or another. Shareware has been around since at least the eighties. But not every developer made use of it, and only now with the latest console generation has heightened internet access resulted in widespread freely-available demos for consoles. We are still figuring out how to design games, but we are even more in the dark about how to design demos.

In fact, it’s not even entirely clear that we should design demos. Research on Xbox 360 and PlayStation 3 games suggests developers are better off not making demos at all, and should just make trailers instead. It’s not clear, however - there are many confounding variables here.

Spoiled Treasures and Guilty Pleasures: The Bad Good Game and the Good Bad Game

Reviewing games is harder than it looks. Particularly when the reviewer is tasked with summing up a twenty, forty, or even eighty hour experience into a single number.

The problem is that games are multidimensional. Rarely is a game simply good or bad - most are more complicated than that. An RPG might have a weak plot, but excellent characterization. A platformer might have ugly graphics, but compelling gameplay.

Every so often you’ll encounter a game that stubbornly straddles the line and defies binary judgment. It has solid reasons to be considered both good and bad. Reviews of such games tend not to score them very well, but of course that only tells part of the story. Depending on which side of the fence they fall on, they may be a Bad Good Game or a Good Bad Game.