"I hate demos. I think demos are the death knell of experiences," raged the Fable creator, possibly after throwing a brandy glass into a fire.
Heh ha. Classic.
![Stick out tongue [:P]](/emoticons/emotion-4.gif)
If a game is something you think you'll like, you can generally tell within five minutes. Takes about ten seconds to judge the visuals, and thirty seconds to judge the controls, and about two minutes to judge the lot (voice acting, writing, repetetive gimmicky gist if it has one).
I think demos should be completely seperate from anything in the final title, I mean, they should be made to show off the visuals, controls, and offer a taste of what's in store. A Gears of War demo would be a run through a section of a map made specifically for the demo. A combat scenario and a specially written story to preview the action of the main game.
Demos are usually cheap, and far from polished. If you're gonna release anything at all to promote a game, then you should hook people up with a complete, but short experience that has a beginning, a middle, and a... ah... almost... buy the game when it comes out... end. That's what I'd do if I was in charge anyway. Rather than offering a section of the finished title, or a pants mini-version of something far from finished, way too early.
![Big Smile [:D]](/emoticons/emotion-2.gif)
Edit: Think of it this way. If you hadn't played the demo (the kind of demo I'm talking about), you'd find it on the game when you bought it - it would be
that involving and necessary to the final game.
"Deus lo vult!"