7) Sony could put shit on a stick and the faithful will try to pass if of as a popsicle.
But they will complain to Sony that it hasn't been chilled enough.
7) Sony could put shit on a stick and the faithful will try to pass if of as a popsicle.
I can't remember what the % was, but I remember Microsoft stating that they had > 50% demo to purchase conversion ratios. It was in one of their GDC conferences. Also they noted that smaller games tended to have better ratios as people tended to cancel or lose interest (short attention spans) when the game took too long to download.
on gamesharing
However, I do currently think that gamesharing is a feature, and a valuable one. It's like being able to lend a friend your copy of a game for a while, or pool resources and buy a game together with one or more friends. The PS3 is completely free from piracy still, and Sony controls gamesharing fully. They can switch it off whenever they want, and as patsu mentioned, they have posed different kinds of limits on it in a few instances.
Correct me if I'm wrong, but in order to share games on the PS3, doesn't this require that the person who originally purchased the game has to give his/her PSN login information to someone else, so they can login under the original persons account and download the game?
If so this isn't a feature. It's a workaround.
That's extremely doubtful. I've no problem with lag 99% of the time I'm playing, I don't care who or what is hosting it so long as it works. I know the vast majority of people feel the same.More people will subscribe to Gold (or another premium tier) as a result of the dedicated servers.
It's not wasted. Demos result in paying customers. It's a simple fact. This brings in money to MS each time someone buys the game, which offsets the bandwidth cost.On top of that, MS can add in the savings from the wasted demo bandwidth.
MS didn't want those games to be de-listed just because they were bad. Their sales were low -- I'm not sure you appreciate how MANY games there are on XBLA because it does dwarf PSN. When you start having too much content, it becomes too much for the UI design of the stores and it becomes distracting. The push to eliminate those games from the stores was not driven by bandwidth-cost saving measures (even the demo downloads for those games were very, very low), but to declutter the store.You are missing the cost picture. Those who download and redownload freely without buying. Not all XBLA games are great too: http://flipthemedia.com/index.php/2008/05/xbox-live-might-delete-games/. It's wasteful to do demoes for low quality or low sales titles. In this incident, MS didn't even want these games to be listed. Let alone the demoes. Leave the developers to decide whether demo is good for them.
No, I don't work at MS. Neither do you. All we can do is apply rational thought and analyse the situation logically. I don't believe you are doing this at all. You call the demo bandwidth "wasted" while apparently ignoring the fact that demos are demonstrably impacting sales, meaning demos are increasing XBL revenue which means that they've more money to offset the cost. The main reason XBLA is as vibrant as it is is because of the demos. It's not only a service to increase sales, it's helped build the entire brand!Do you have numbers to back your claim ?
No, it just means they were not very popular and the interface was not handling the burden of the games. It doesn't mean they were "not positive". In fact, not being popular means there were very few demo downloads also. It was purely a clutter and UI issue.Yes, I knew MS changed its stance later. However if they planned to delist games in the first place, it would mean that those games were not positive.
You do when you recognize the opportunity cost. They weren't very good games, the UI was becoming harder to use for all games due to how many games there were. This is potentially a cost issue because it hurts usability of the marketplace, but this doesn't mean those games in particular were costing them money directly, especially in bandwidth costs. This is absurd and unrelated to anything we are discussing now.In general, no business people would reject money.
The language you use here really belays your bias on the issue. You keep talking about how demos are "wasted" bandwidth and now you're referring to the fact that XBLA games have to have demos as "baggage"? The vast majority of Xbox Live users here are telling you how much they love the demos and it's one of the reasons they use the service, but you still portray it as useless, wasteful, and "baggage"?Yes, MS has to carry that baggage now because they have effectively trained every XBL users in expecting demoes. Of course I'm not suggesting MS remove demoes for real, but they could have done that when early in the game.
This is a fundamental marketing phenomenon, and it's not just related to video games. It's well-known and well-understood. If you are going to argue AGAINST the general understanding of the marketing community, you'll need to provide links to demonstrate demos do nothing to help sales. Which is, frankly, absurd as an assertion.What has been presented to show demo is effective in selling games ? Please provide a link.
I haven't seen you posting links to back up your assertions that demos are wasted bandwidth...Now this is MUCH better than people who can't provide any links or hard info. Do you have a URL ?
Login is only needed to install the game. After that it is enough that the account stays in the machine but user does not need to be logged in.
I'm not sure you understand the nature of MS' CDN. It's not just a CDN. MS is spending massive amounts of money buying bandwidth and building datacentres all over the world. These datacentres are all flexible in what they do. They can act as CDN hubs, they can act as Windows Azure hosts, they can act as Hotmail backends, they can act as Bing Search nodes, they can act as Bing Maps processing centres/content servers, they act as nodes for the Zune Store/Xbox Live Marketplace, they are Office Live servers, etc.Joshua, MS is building a CDN network with servers all around the world. The more people download, the more server hardware and peak bandwidth it will consume at the "edges". The content has to be hosted/cached on an edge server, it's not just bandwidth cost. These downloads don't have to naturally occur off-peak. MS has some control but sometimes it can be unexpected.
7) Sony could put shit on a stick and the faithful will try to pass if of as a popsicle.
What's to keep somebody from using your login for ill? There would be no way I would be giving somebody my gamertag information for fear of them ruining my online rep, gaining achievements/gamescore, getting my account banned, spending my MS Points or getting access to my credit card information. Definitely sounds like a workaround & was never really intended to be shared with other people, but instead intended for a max of 5 consoles that one consumer may purchase over a lifetime.
that demos are demonstrably impacting sales, meaning demos are increasing XBL revenue which means that they've more money to offset the cost.
I don't have figures, because AFAIK they're not public. I do have obvious observations, anecdotally, from this very thread of people discussing demos making them buy games they wouldn't have before. That alone is enough evidence to support the claim that they demonstrably impacted sales (at least +1 from me) and increased XBL revenue (I bought games I wouldn't have otherwise).Show me figures then. Because that's what demonstrable means, literally. You're saying demos are
a) demonstrably impacting sales and
b) increasing XBL revenue
So show me figures, particularly of the latter. And if those figures are available, then why doesn't every game release with a demo regardless of the platform or regardless of being an AAA-title etc.
You can create dummy accounts for the purpose of sharing, but it still is a workaround otherwise Sony would simply provide a proper interface and let people tie in friend's psn to purchases.
ps: Also 5 is not a max as people understand it. You can download to as many consoles as you want, only not at the same time.
I'm not sure I follow.@betan: I agree that game sharing may be an accidental result, but if you think about it, it's also not that easy to achieve the same thing the way you're saying. If you'd allow yourself to tie in with friends PSN accounts, then couldn't you create dummy accounts that everyone shares with and can use to download games?
What's to keep somebody from using your login for ill? There would be no way I would be giving somebody my gamertag information for fear of them ruining my online rep, gaining achievements/gamescore, getting my account banned, spending my MS Points or getting access to my credit card information. Definitely sounds like a workaround & was never really intended to be shared with other people, but instead intended for a max of 5 consoles that one consumer may purchase over a lifetime.
Tommy McClain
I don't have figures, because AFAIK they're not public. I do have obvious observations, anecdotally, from this very thread of people discussing demos making them buy games they wouldn't have before. That alone is enough evidence to support the claim that they demonstrably impacted sales (at least +1 from me) and increased XBL revenue (I bought games I wouldn't have otherwise).......
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Instead look at the situation analytically. Look at it anecdotally. Think about it in basic Marketing 101 principles. You don't think product demos sell... A demo that generated sales -- what a foreign concept?
It's general consensus and common wisdom that when you can do a demo, you do it. Unless your product is really bad. If someone wants to argue against the general case for demos, which is really an absurd assertion, then they will need to provide the evidence that flies in the face of common sense and conventional wisdom and our anecdotal evidence.
I don't think you comprehend the cost of setting up dedicated servers. Especially to host potentially millions of concurrent games. Especially considering the global scale.
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Your logic fails when you take into account that there are many medicore games (hello EA) with high marketing budgets that would probably sell a lot less if there was a demo to show how crappy the game was. Works both ways.
Demos ONLY SELL IF THE DEMO IS GOOD.
If the demo is bad, it will reduce sales.
I might even be willing to pay a little for the demos if I get the money back when/if I buy the full product.