Pay To Slay

When EA announced a few months ago that they planned on making demos on Xbox Live and Playstation Network a paid for experience, I was concerned. EA was the big, bad sequel machine for a long time, with the E standing for “Evil” and the A standing for something you wouldn’t say in front of your Gran. They had finally started to drop that image, and then they threaten to charge us for that which has been free for so long?

EA Staff
The EA staff christmas party circa 2007

A silly idea, then, that Capcom released Dead Rising 2: Case Zero on Xbox Live Arcade for 400 Microsoft Points. Here they are, jumping the gun on EA’s plans of world domination. But what Capcom has done with this downloadable game is fufill two roles. It’s not a demo, and it’s not a “real” game. It’s both, and it’s great. It’s an interesting step forward for not only downloadable content but for the promotion of games. This pre-DLC is like the appetiser to the main meal, the prologue to the novel. The great thing about making a prequel game is that it can be undertaken after the main development of the full title. Also, on the enjoyment level, it removes none of the experience from the full game and adds extra goodies. I’m looking forward to having my 5 extra levels and PP being given to me straight away at the start of Dead Rising 2.

Dead Rising 2: Case Zero
Chuck knew he shouldn't have tried that brain scented aftershave

So, the question is, will other developers jump on board? In some cases it seems tricky; how would you make a pre-game to Super Street Fighter 4? When a game has a driving narrative, however, it seems like a solid idea. Developers get their extra income, we get a fresh and engaging experience that sets us up for a bigger adventure. It’s a win/win situation, without making us feel robbed for paying roughly £5 to play a single tutorial level over and over. In saying all that, I’d have paid £15 to run around with a baseball bat adorned with nails for 10 minutes, but that’s just me.


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8 responses to “Pay To Slay”

  1. The Rook avatar
    The Rook

    I don’t agree with paying for a demo if the demo level is part of the full game. Peter Molyneux’ take on not using demos but letting you play the first chapter of the game for free and then paying to continue is a better idea. With Case 0 being an introductory chapter and not on the disc and only costing 400 Microsoft points, I was happy to buy it and play it… and play it again… and again.

  2. Mark P avatar

    Free is always better, but I don’t mind paying a little for something new, unique and interesting.

  3. Giles avatar
    Giles

    Top first blog Kami! It’s a bit of a pickle this one. I agree with Rook completely – if we are to pay for our pre-game sample, it needs to be a separate experience from the final game experience. If it *also* gives us something that enhances our time with the final game (like your 5 extra levels and PP) then all the better.

  4. Dean avatar
    Dean

    I think demos are still really important, more so now in the age of the ubiquitous internet connection than back in those nostalgic days when they came as discs attached to magazines (i think i played the demo for Resi 2 almost as much as the game itself because i was stupidly excited about it).

    Given that the ultimate aim of a demo is to sway gamers who are sitting on the fence to purchase the game, charging is going to be massively counter productive in general. Most gamers will just wait for the game to drop to £10 second hand, in which case the developer will see zero profit.

    But then this Deadrising prequel is very interesting, but i think in terms of its functon it counts as being an unconventional, cleverly pitched piece of DLC. I think the game would still benefit from a free demo as well.

  5. Duncan avatar

    Good first blog Kami! 😀

    I think Dead Rising 2 happened to be blessed with a game which allowed them to attempt this experiment and for it to work. I can’t see it working for other genres or franchises.

    On top of that, I wouldn’t fork out 400MPS for every game in place of demos. DR2 was (at least for me) a rare, but enjoyable, experiment. 🙂

  6. Celeste avatar

    Great post Kami. I personally feel that a demo should always be free. it’s a digital free sample. It makes business sense because we are usually handing over a fair amount for the game if/ when we decide it’s worth the money. We need to be sure of this, therefore. Even digital releases are costly. Many of them too costly in my opinion. But that’s another blog for another day.

  7. Loz avatar
    Loz

    Kudos for the baseball bat love, but its definately an interesting idea. Dead Rising: Case Zero was an interesting concept. I doubt if the demo for the original hadn’t been as popular or addictive as it was that they would have made the same step as they have. It depends whether the ‘Demos’ are going to be entirely original content or tester levels. If its original then id definately play…

    plus zombies are awesome!

  8. Simon avatar
    Simon

    It’s always a question of value I suppose, and it can get quite subjective. For example, I used to pay a few pounds for the demos of new Pro Evo games. I was happy as Larry, but others probably see that as moderately mental.

    I think Case Zero sets a damn fine precedent going forward though.

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