In reference to all the other absolutely ridiculous and hair brained comments you've made in regards to "PS3 fans" (really? Are we 12 years old?)... Grow the hell up man.
When you can't even get someone to admit that every XBL game having a demo is a bonus/advantage to consumers, then sorry, it becomes patently obvious that we're dealing with bias. Demos are bad for consumers? Consumers don't care to have demos? Really? Give me a break. Yet here we are, yet again, many posts later trying to get people to acknowledge something that should be painfully obvious. Only on a forum would you get the situation where every game having a demo and hence being able to try before you buy every single available XBL product is somehow a bad or irrelevant thing. It's comical and ridiculous at the same time.
It's most certainly a time vs money thing. Most studios and teams working on XBLA / PSN games aren't huge, and neither are the sales. Why waste money creating a demo if studies show (and they do) that Demos, more often than not, negatively impact sales?
You have to pull people away from your team. Demo's are not a 1 man job. When you're talking smaller studios like That Game Company, then it makes it a bit difficult to go out of your way to create this demo, when you've already been working on your project for an extended period of time and need some money.
I'll say it again, there is no cost. I've never even seen "demo" listed on a cost breakdown sheet of a project, not once. That's because it costs nothing. I'm not talking about just where I've worked, but friends I've spoken with including the tech director at a major publisher who I recently had lunch with, people at PS3 only studios where costs are always high, etc. You do *not* have to pull people off the team. By the time the demo is being made, many of the engineers are already idling because the game is at QA. At a certain point late in the project, all engineers get banned from checking anything in, period, because they could break the build. They are only allowed to fix approved bugs, and that's it. So most are idling at that point. One of those idling engineers will get pulled to make the demo. So instead of surfing the web, said engineer will spend a few days making the demo.
So making a demo has absolutely zero hit on the team, and adds zero cost to the project. Nothing, zero, nada, nil. What does have an effect, something that is somehow impossible to get people to admit to of course, is Sony charging studios for bandwidth. If you are really and truly concerned about costs, then what you should be talking about is the cost hit on small studios of paying bandwidth, not the cost of making a demo which is non existent.
Asher said:
I'm surprised no one mentioned TrueSkill as another Xbox Live feature that, AFAIK, has no parity on other platforms:
http://en.wikipedia.org/wiki/TrueSkill
No point, it will just be spun as irrelevant/not needed/bad for consumers. If you can't even get people to see the advantage of the very common "try before you buy" concept, then it's hopeless to get them to admit anything is an advantage.