BuddyDoQ

joined 1 year ago
[–] BuddyDoQ 2 points 1 year ago (1 children)

Oh man, yeah that’ll do it :( Thank you so much for sharing!

 

Local supermarkets not had any in stock for many months now. Is it just out of style or something up with the supply side? Google-fu has failed me in my quest for the answers.

 

I used FL Studio to generate sound effects for a recent game jam project and compiled my efforts into a quick tutorial. Feedback is welcomed!

 
[–] BuddyDoQ 2 points 1 year ago

I personally agree with that sentiment. Rather than demos, I lean into cheap early access indie games that seem cool on steam, and use subscriptions to check out bigger games (humble choice and xbox gamepass). Tons of games to try, while still less than one "full" game in cost each month.

[–] BuddyDoQ 6 points 1 year ago

Absolutely! The numbers show they gain roughly double the sales with trailers/footage and no demo, they won't budge until boycotts reverses that. Same with microtransactions we all hate; they basically just print money.

[–] BuddyDoQ 4 points 1 year ago (3 children)

The reality is probably closer to the flightily nature of us as gamers - We mostly just want to try the game because some part of it seems fun, if that can be tried for free with a demo, why buy it now that we got our fix? Why would a big AAA take that risk?

[–] BuddyDoQ 3 points 1 year ago

The study was they tracked sales across multiple games for years, here's the first example I came across in the wild from ten years ago: https://www.youtube.com/watch?v=us6OPbYtKBM&t=640s

[–] BuddyDoQ 25 points 1 year ago (9 children)

Developer here - currently indie but was in the machine at one point. Cold hard fact is that demos hurt sales for AAA games, and pre-orders get cash in the door today to keep the lights on. With millions and years invested, they must hedge and limit risk as hard and as quickly as possible.