


"I've only seen benefits in having a demo," says Alex Van Lepp, marketing director at Graffiti Games and partner at VIM Global Consulting, which provides marketing support to studios. "The better you understand the objectives of a demo, the better you will be able to decide if you need one"

Some demos even become successes of their own, like Kojima Productions' PT, a prototype for a then cancelled Silent Hills title. While the quality of the game undoubtedly played its part, the demo also had an important role in introducing a wider audience to the title, which ended up selling six million copies.Īnother example would be Resident Evil 7's demo, Kitchen, which was instrumental in selling the game to an audience that had somewhat abandoned the franchise. It ended up being downloaded two million times in just two weeks. By then, Just Cause 2 had been announced and Avalanche Studios decided to release a demo. It took almost three years for the title to sell just one million copies. When Just Cause launched in 2006, the game's critical and commercial reception was mixed. Just how instrumental demos can be to a game's success is often underestimated by new developers.
