So here's the deal: we have gone back and forth talking about
whether to include a "play before you pay" function for the PSN version
and the PC version of Bionic Commando Rearmed (as you might be aware,
for Xbox Live Arcades titles you must include a demo, so that point is
moot).
In the end we decided to throw in the extra man hours and
create a demo for all 3 versions of the game. No doubt to the average
gamer this would seem like a very simple task but alas, it is not.
Every time you are using different hardware it means different rules,
different submission forms, and different headaches.
But that is
another discussion for another day. One of the things we spent a fair
amount of time discussing was just how much content to put into the
demo. Believe it or not, demos can be a very slippery slope. Put in too
little and people don't see the fun in it. Put in too much, and they
don't feel the need to buy your game.
For example, let's imagine
a fighting game. If you allow people to choose two different characters
and play full matches online, then there are some people who will be
totally satisfied with that experience. But if you don't at least allow
them to fight against someone online, they won't know how well the game
plays or how fun it is.
So, choosing just want to put in and just want to lock out is crucial for using the demo as the proper hook that it should be.
With BCR, that is pretty complicated when you think about all the parts we have in there:
1) Single player
2) Co-op
3) Hacking Mini-game
4) New bosses
5) Multiplayer
6) Challenge Rooms
So what do we go with?
Well,
the first thing that gets cut is Multiplayer. I know some people aren't
sold on this but it is usually the mode people really enjoy the most.
I'm sure that will become public once more of the press play it.
We have decided to allow people to play co-op so that they can see how the cool split-screen feature works.
However,
that brings up another question: just how much of the game should they
be able to play? One area? One area and one FSA (formerly "neutral")
zone? Half the game? No doubt most of you are thinking that we should
add in a lot of stuff but the best demos are the one that leave you
hungry. It's like wanting a value meal and only getting a small drink,
5 french fries, and a hamburger bun. Sure, that would taste good but it
probably is only going to make you want more... and that's what we need
here.
So, we are thinking of allowing people to play up until
the underground section (1/2 a stage) since that is enough time to get
used to the swing mechanics, drool over the graphics, etc. I can say
that we have included a few secrets and easter eggs for those who want
to play the demo through and through.
So the next thing is the
challenge rooms. There are over 50 slated. So just how many are going
to put in the demo? We are currently considering 2. One that is a more
basic challenge room for beginners and one that is really friggin' hard
to get those classic BC players to see just how much the challenge
rooms are gonna kick their butt.
Finally, we will most likely be
adding in the hacking mini-game so that people can get used to it. I'm
a fan of puzzles so it hits a sweet spot with me. Some people are not
but in that case you just don't need to hack.
So that's where we
are today. Just curious, what are you throughts about a demo like that?
Also, have there been any demos in the past that you thought were not
well designed? Too short? Too long?
Thanks!
Ben
Newswire
Is too much of a demo too much of a good thing?Vote Now!
Ben Judd, Thursday 22-05-2008, 07:24:09
- Category - Newswire


Comments
There are 16 comments on this post. Post a Comment
The metal gear solid 2 was a great demo, unfortunately they also picked the best part of the game (according to me) which just made the rest of the game somewhat of a letdown.
By 'insider look' i just meant the blog post :)
Another thing, is the single player in the demo one stage? More than 2 stages is to much if you ask me.
Keeping you guys on the inside
Yep, that's the whole idea. The podcasts, blog posts, and community site in general are all about keeping you guys on the inside of the process that goes into getting this game out the door.Speaking of which, if you do have any comments about anything related to the development process, feel free to ask. They are probably more suited for the Podcast comments section but still if you have a burning question that must be answered, feel free to do it here.
Cheers,
Ben
1.It´s Bionic commando.
2.And it´s from sverige.
Too much of a demo?
I think that is certainly possible. Lucas_RL made an excellent point with his MGS2 demo reference. But in Bionic Commando's case, I think that including as many gameplay aspects as possible is an excellent idea.Why? Because Ben and the team have said many times, the game needs to sell well for any 2D (of this caliber) remakes to have a future.
Two challenge games and one hacking game sounds great. But maybe a full level would be better? I guess I really can't say because I don't know how "long" the first level is.
Whatever ends up happening though, I'm glad the team is releasing the demo for all platforms. I want the game to sell well because I loved Bionic commando since the NES and Gameboy (not GB Color... yuck) days.
And if the game performs well, and hopefully exceeds Capcom's expectations, maybe it'll convince Inafune-son to produce Mega Man Powered Up 2 and Mega Man Maverick Hunter X 2 for the PSN & XBLA...
Can't wait
Is there a reason my comment was deleted? Did I break some rule or something? I am greatly looking forward to the demo and full game. But 2 release dates have been passed up and now there is no update on a new release date for either a demo or full game. Or even if the demo will be released before the full game.Deleted comment
Xenon2000, I don't know why your comment got deleted. Did it actually show up once on the site? We haven't edited anything on our end so perhaps it is a problem with the website... (they have been happening infrequently).If it ever happens again, let us know. We are trying to work through the bugs.
Cheers,
Ben
Demo
Sounds just about right to me on the amount to have on the demo. Keep us HUNGRY!very odd...
Looks like my comment was deleted as well- it did actually show on the site when I made it.Ah well- regarding the demo, i would say include the first level but cut off just shy of the boss battle, if there is one. You could then maybe use the communicator to say "buy the full game and...". You should also include a slightly simplified hacking minigame sample as well as 3-5 challenge rooms- just enough to give people a good taste of what to expect.
Missing comments
@lyndon@absolute.ws and Xenon2000:I believe I have solved the mystery here - your comments were not deleted but are displaying on the same blog post on our North American site. You can check them out here: http://bioniccommando.com/us/blog_entries/view/218
Unfortunately each territory has its own specific comments, even though the content is the same... we are working to improve this but in the mean time, rest assured that we are checking all versions of the site.
about the inside look
The inside look I mentioned earlier was meant as a technological viewpoint that shows what it takes to make a game (code, physics engine, graphics, design, story etc). Because I find technology interesting. But maybe I am the only one that would like that stuff as an extra bonus :Panother issue
While we are talking about issues on the site. Why does my email show instead of my username?Screw the North Americans! We here in Europe are the naz...I mean badds. An' we will rule ze world!
Maybe you should make a neutral area where we all can meet. And If someone starts a fight, tiny Ben's & Gearoid's will fall from the sky to wreak havoc.
Genius! Sometimes I amaze myself.