Submissions (7)

FirestormGamingTeam's avatar
FirestormGamingTeam3/19/2024

$3

IMO a demo at a convention has to have these things.

  1. Start/end level

  2. Show the best parts of the game

  3. Be action-packed

  4. Show the game genre clearly

  5. Show the graphics at its height

It's a few things I look for at conventions and I attend a fair few!

Mike's avatar
Mike3/17/2024

$3

It has to be short and sweet. Personally I like the dev to talk me through the game elevator pitch style then let me get on with it. Headphones are a plus so I can get lost into it and drown out the chaos of the crowds.

Dave's avatar
Dave3/15/2024

$3

I've been to a lot of shows over the years, mainly EGX and rezzed back in the day, a few retro conventions and the one off gamesmaster live as a kid in the 90s which was the best one of the lot!

I've found games that are complex in terms of gameplay, controls, not very instant pick up and play friendly, are better demo'd in a theatre style presentation (or a gather round) where a dev or knowledgeable marketing person talks through live in front of the screen with a prepared script while another employee plays through the game or a prerecorded video of specific gameplay sections/a mid game level that shows the game at its best. Then answers questions at the end. A bit like and extended e3 live play stage demo at the big MS/Sony/Nintendo conferences back in the peak e3 years.

Other good demos, I'm reminded of just cause 3 I think it was (maybe 4). Instead of the full game which probably doesn't demo well, you were put into a time trial mode of some sort where you had 5 minutes to destroy as much as possible in the time limit and you got given 2 goes (one for practice). If you got over a certain score you won a t-shirt. Or have a leaderboard each day where if you get the new high score you get some free marketing tat as a prize. I think these are the most fun way to demo as you create a little event/competition and buzz around your game and it also makes for a more interesting experience for people to observe that are just walking around looking at the games who can't be bothered to queue.

Although it's from the 90s, that Colin curly quavers game stand is actually a really good example of this!

I can't help but think this could go one further and use Justabout bounties in some way as well now!

Sturmer's avatar
Sturmer3/15/2024

$3

Perhaps my perspective as a gaming journalist isn't exactly what you're seeking, but it might offer a different angle. Please note that this is my personal view and may not resonate with everyone.

As a journalist, I find hands-on demos at conferences less appealing. These events are often loud, even in business areas, making it hard to fully engage with or enjoy a game. Moreover, my schedule typically involves 6-12 interviews or demos per day. In my experience, the best approach isn't just playing the game. Instead, having the developer play their game while explaining key aspects, showcasing unique features, and sharing the backstory, inspiration, and challenges they faced is more insightful. This dialogue creates a unique experience, revealing the 'how it's been made' aspect of game development.

For me, the most effective way to truly appreciate a game demo is to have a conversation with the developer at the event, capture the moment, give 100% of my attention to a person, and then receive a demo copy to play later at my own pace. This allows me to absorb and reflect on the game with a notepad in hand, capturing my feelings and impressions without the distractions of the event environment.

FluXHound's avatar
FluXHound3/13/2024

$3

OHhhhh, i feel this falls in line with being able to read the room of sorts. You want the playable part to be juicy, yet vague..

Fulfilling BUT still need more.

Fave demo ever was tenchu. Great demo thar made we want to get it asap