[HN Gopher] Steam Now Offers 90-Minute Game Trials, Starting wit...
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       Steam Now Offers 90-Minute Game Trials, Starting with Dead Space
        
       Author : ahiknsr
       Score  : 70 points
       Date   : 2023-05-16 20:48 UTC (2 hours ago)
        
 (HTM) web link (www.gamespot.com)
 (TXT) w3m dump (www.gamespot.com)
        
       | suddenclarity wrote:
       | I like the idea. It would definitely make me test out more games
       | that I'm hesitant of buying today, especially with a game library
       | of close to 1000 games. It's crazy how you get multiple games for
       | free each week nowadays. On the downside, I'm certain it would
       | lower my tolerance in new games. If you buy it, you kinda need to
       | give it a proper chance. Now you can try it for 20 minutes and
       | just throw it away.
        
       | htag wrote:
       | I'm very interested in how this interacts with Valve's standard
       | policy of giving refunds for games you've played for less than
       | two hours.
       | 
       | I suspect there will be more demo downloads, but fewer total
       | (non-refunded) purchases with this modal. The question is where
       | do you apply friction, before download or after 90 minutes of
       | gameplay.
       | 
       | I'm also generally concerned with demo-hacking. Putting all the
       | novelty in the first 90 minutes. Placing one large cliff hanger
       | or achievement near the 90 minute mark. Building a starting place
       | that takes just over 90 minutes to get out of. I do get the
       | impression PC devs are aware of the 120 minute mark and try to
       | make the first two hours strong. This lowers that bar.
        
         | imran-iq wrote:
         | This already happens. Most people do not complete games[0]. You
         | can verify by checking out the achievements for various games.
         | This already leads to games having fun beginnings but
         | lacklustre end games
         | 
         | ---
         | 
         | 0: https://www.ign.com/articles/2014/03/17/gdc-most-players-
         | don...
        
           | DANmode wrote:
           | The way "achievements" have dropped in quality by any measure
           | in the last decades should be scrutinized almost as much as
           | lack of retained player interest.
        
       | charlie0 wrote:
       | This might get me to buy more games. Let me start off by saying
       | I'm a very casual gamer, playing only a few hours a month tops.
       | My two friction points are the return policy, which has a 2 week
       | limit, and the huge download sizes for games.
       | 
       | If I wanted to play a game, I'd have to wait a few hours to
       | download the whole thing. I don't have Google fiber. My time to
       | have played that game is usually gone by the time that's over and
       | I might not get a chance to play again for another 2 or 3 weeks.
       | Having the 90 minute trials would completely solve this problem
       | for me.
        
         | weaksauce wrote:
         | it was two hours of play time in the game not 2 hours from when
         | you buy it... two hours of playing or 14 days since purchase
         | whichever was sooner
        
           | spadros wrote:
           | They're saying they might pass 14 days since purchase if the
           | download wastes their time to test it on the free night.
        
       | pierat wrote:
       | Well, nice.
       | 
       | I normally pirate my games to see if they work with my setup. If
       | they do, there's a chance I'll buy them. But having it just work
       | with Steam is much more likely I just pay a few bucks for a game,
       | rather than look for it on a private tracker.
        
         | pharmakom wrote:
         | Seriously? are you not worried about malware?
        
           | imran-iq wrote:
           | Honestly if you are running any game on your system, you do
           | not really care about security (because most game devs don't
           | care about security, just performance).
           | https://secret.club/2021/04/20/source-engine-rce-invite.html
        
         | giobox wrote:
         | With the long-standing Steam refund policy being no questions
         | asked in first two hours play/two weeks of buying the game, the
         | piracy step hasn't really been necessary (assuming your
         | motivations are genuinely just compatibility checking...)? The
         | refund policy is still more generous than this 90min demo
         | window.
         | 
         | If it doesn't work, just legitimately get 100% of your money
         | back.
        
       | OkayPhysicist wrote:
       | I'm curious to see if publishers will be willing to opt into
       | this. On one hand, letting someone sit through the install time
       | and see if they enjoy the game before paying for it probably
       | significantly reduces the hurdle of "hmm, do I really want this
       | game" for many consumers. On the other hand, if your PC port is a
       | shameless, unoptimized moneygrab then players realizing that fact
       | might balk rather than committing to actually buying the game.
       | 
       | It could also end up encouraging longer "tutorial" sections at
       | the beginning of games, which you can aggressively optimize to
       | give players a misplaced confidence that their computers can run
       | the game effectively.
        
         | lcnPylGDnU4H9OF wrote:
         | I've long believed that a market culture of releasing limited
         | game demos increases the quality of games. If someone has the
         | opportunity to play some section of the game they'll be able to
         | judge the game on something other than marketing copy and
         | curated screenshots.
         | 
         | > It could also end up encouraging longer "tutorial" sections
         | at the beginning of games, which you can aggressively optimize
         | to give players a misplaced confidence that their computers can
         | run the game effectively.
         | 
         | This made me wonder about "optimizing the tutorial" for content
         | of the game such that it actually takes the same amount of or
         | less time to play through the rest of the game after. I
         | wouldn't be surprised if this is attempted in some cases and it
         | would be pretty disheartening to see it widespread.
        
         | progbits wrote:
         | Valve will refund any Steam purchase if made within 2 weeks and
         | with less than 2 hours play time (see
         | https://store.steampowered.com/steam_refunds/).
         | 
         | Therefore this doesn't really change much when it comes to
         | realization that the game sucks very early on.
         | 
         | I suppose there is some small risk difference between "play 90
         | minutes for free, then decide to pay" vs "play 120 minutes for
         | full game price, then get it back". But in my experience and
         | from what I've heard over the years the refund policy is
         | reliably honored.
        
           | gabythenerd wrote:
           | I have about 150 games in the backlog that I buy in sales to
           | play later, when I don't like them after 30 minutes I just
           | refund them. Steam has been pretty good with this, doesn't
           | matter if I bought it months before, they will still refund
           | them.
           | 
           | I guess the demos would be better for Steam as they don't
           | lose credit card fees.
        
             | vorvac wrote:
             | Anecdotally, I've had this experience lately:
             | 
             | "We will not be granting a refund at this time. The date of
             | the purchase exceeds 2 weeks (our refund policy maximum)."
        
               | DANmode wrote:
               | Interesting.
               | 
               | How much was the game in this anecdote?
        
             | aaomidi wrote:
             | I think refunds don't cost the company. Chargebacks do.
        
               | zamnos wrote:
               | Refunds don't generally get the fees returned, so I buy a
               | game for $10, $0.30 in fees goes to Paypal, Steam gets
               | $9.70. I return the game, Steam gives me $10, but PayPal
               | only gives them $9.70, so they're out $0.30. Across a
               | million returns that adds up.
        
           | Pet_Ant wrote:
           | Honestly, I've always been too wary of playing 2.0001 hours
           | and losing access. I like this system much better.
        
             | ThatMedicIsASpy wrote:
             | You dont lose access. Just repeat the process to get a
             | human review.
        
           | whartung wrote:
           | > Valve will refund any Steam purchase if made within 2 weeks
           | and with less than 2 hours play time
           | 
           | Yea, I tried to take advantage of this when I picked up
           | Stellaris, but that's not a game (I don't think) that you can
           | evaluate in 2 hours. I gave it a couple of stabs, but found
           | it just way more complex than I was interested it. I
           | obviously played it more than 2 hours, and they wouldn't
           | refund my money. No harm, no foul, but for some games, 2
           | hours isn't enough.
        
             | 000ooo000 wrote:
             | >2 hours isn't enough
             | 
             | MS Flight Sim comes to mind. Apparently game content is
             | downloaded in-game, and it's in the region of 120GB, so
             | many folk blow through 2 hours before they even get to play
             | the game.
        
             | bityard wrote:
             | We must be very different people... If a game or movie
             | doesn't grab my attention within the first 15 minutes, it
             | goes in the round file. Life is too short for mediocre
             | entertainment!
        
               | suddenclarity wrote:
               | Being complex and taking time to get into is quite
               | different than being mediocre. Some games take hours to
               | just grasp the rules and its first by the fourth or fifth
               | time you're playing that they become amazing. It's like
               | dunking on racing because a guy without license can't
               | figure out how to change gear.
        
             | DigitallyFidget wrote:
             | The two hour rule isn't solid. I've returned a game after
             | completing a 1 hour tutorial of the game, only to get into
             | the main game and find out it was nothing like the tutorial
             | lead me to believe the game was. I had to AFK during the
             | middle of playing, so I ended up with 5 hours of gameplay.
             | I just told them what happened, said why I wanted to refund
             | it, and I still got it refunded. It took five hours of the
             | game running for me to determine that I just didn't like
             | nor enjoy it.
        
         | metalang wrote:
         | Steam already offers no questions asked refunds if a game is
         | played for under 2 hours (and based on my experience will give
         | refunds outside of that policy if the game won't run).
        
         | moomin wrote:
         | My kid can spend longer than that in the character designer.
        
       | aschearer wrote:
       | As someone who makes games this strikes me as nuts. I can easily
       | see players enjoying their 90-minutes and leaving satisfied, why
       | pay for more? We know from achievements and other data very few
       | players reach a game's ending. I wager this will just encourage
       | more sampling of games without ultimately buying a copy.
       | 
       | Additionally, creating a compelling 90-minute demo _on top of the
       | game itself_ is daunting! I recently-ish created a ~30-minute
       | demo[1] and it nearly killed me and my colleagues...
       | 
       | [1]: Shameless plug
       | https://store.steampowered.com/app/1446350/You_Will_Die_Here...
        
         | waboremo wrote:
         | It's still absurd Steam has done nothing to the refund rule
         | when games are around or under 2 hours long.
         | 
         | There are zero consequences to "buying" games like Superhot, A
         | Short Hike, Journey, and Before Your Eyes; completing them, and
         | refunding the game. None. They do have an abuse warning system
         | in place, but I have never seen validation that it works for
         | short games, just frequent refunds/odd cards used.
         | 
         | EA has 10 hour trials, but we haven't heard anything about how
         | successful they are. EA likes to boast, so one can only assume
         | it's not all that successful in getting people to actually a)
         | stay subscribed to EA play or b) get people to buy the games.
         | We also know generally that demos, especially for lesser known
         | games, can negatively affect sales.
         | 
         | I can see publishers only supporting this for already very
         | popular and well received games to secure every last potential
         | sale, but everyone else has little reason to.
        
         | soulbadguy wrote:
         | > why pay for more ? I am guessing for the "lenth of the game -
         | 90 minutes"
         | 
         | From my experience as a gamer, now days between the free games
         | on mobile, epic game store and xbox game pass, the almost
         | infinite amount of dirt cheap games on sale at any time on
         | steam and the "sink all you life always online: experiences
         | like destiny, overwatch etc... etc... The main resources for
         | games is time not money. The idea that someone would find a
         | game that they actually enjoy and decided not to pay for it (or
         | wait for it for a sale) i don't think is realistic. Sure some
         | people will sample the game, but the people who won't buy the
         | game after sampling it are the same people who wouldn;t buy the
         | game either way.
        
           | aschearer wrote:
           | That may describe your patterns but it doesn't match my lived
           | experience with a game on Steam... I added a demo and saw
           | sales decline. I removed the demo and saw sales increase.
           | I've heard similar stories from others.
        
             | leoqa wrote:
             | Perhaps your game is bad? Encouraging folks to gamble on
             | their enjoyment seems like a losing strategy- instead make
             | a compelling game?
        
               | AlexandrB wrote:
               | _Is_ it a losing strategy if the revenue increases?
               | Consider how encouraging gambling on in-game items
               | instead of making better games has served the mobile
               | gaming industry.
               | 
               | Unfortunately the world is not just and consumer-hostile
               | behavior often ends up being more profitable.
        
               | waboremo wrote:
               | No, demos negatively affecting sales has been known for
               | years now. Even studies as far back as 2013. This isn't
               | some "your game is just bad" situation.
               | 
               | Besides, even if it was, it's not like developers set out
               | to make a non-compelling game. Like woops, let me just
               | press the "compelling" button before shipping!
        
         | whalesalad wrote:
         | Make a game someone wants to play for more than 90 minutes :)
        
           | waboremo wrote:
           | This is how we get endless waves of shallow games and nothing
           | but addiction hooks to get people into the game for 91
           | minutes :)
        
         | whartung wrote:
         | Is that the value proposition of modern games? 90m of content?
         | I don't buy many new games, but I'd have thought that there was
         | a higher ask of a game than just getting 90m out of it.
         | 
         | I mean, I understand your point. My friend bought a used Mac
         | once, and it had Sim-City on it. We hadn't seen it before and
         | we fell into a black hole of playing it for 3 hours straight
         | before someone accidentally kicked the plug.
         | 
         | "Well, that's that!" and I can attest that none of us really
         | went back to it. It certainly kept our interest for 3 hours
         | though.
        
           | pawelduda wrote:
           | Imagine going to a cinema and paying more for 90 min of movie
           | and twice as much for popcorn/nachos.
           | 
           | EDIT: forgot the 20 minutes of ads and trailers of other
           | movies
        
           | p1necone wrote:
           | > Is that the value proposition of modern games? 90m of
           | content?
           | 
           | It's not, it's just that there's a lot of very good sales and
           | subscription services that firehose free games at you (humble
           | bundle). So a lot of people have hundreds of games that they
           | don't really need to extract any value from to get their
           | moneys worth, so they only play most of them for a few
           | minutes if at all, only putting real time into the few games
           | that are _really_ good.
           | 
           | The games themselves don't only have 90 mins of playtime,
           | it's just that most of the players have lots of games and not
           | so much time to play them.
           | 
           | There are short story-driven experiences, but even those
           | generally last at least a few hours (the "walking simulator"
           | genre - I'd recommend Firewatch as a good example of that
           | type of game).
        
         | wildrhythms wrote:
         | How is this much different than players refunding the game
         | within the 2 hour window? (the current policy)
        
           | jabroni_salad wrote:
           | https://i.imgur.com/E4Qcqu1.png (not my pic)
           | 
           | Refunds are for 'this product does not work', and they will
           | block you from doing it if they think you are doing too many.
           | Demos are zero consequence for the customer.
        
             | howard941 wrote:
             | > they will block you from doing it if they think you are
             | doing too many
             | 
             | I was warned after refunding no more than about 6 games
             | over 5 years. I'm still not sure how many are too many.
        
           | waboremo wrote:
           | FWIW, the current policy is also hotly contested for the very
           | reasons outlined by the person you're replying to.
        
         | hoffs wrote:
         | They could already refund with playtime less than 2hrs, so not
         | sure what is your point. Also the idea here is that you don't
         | have to create a demo, you literally just give the game to
         | them.
        
           | aschearer wrote:
           | You and wildrhythms are asking, "How is a demo different than
           | refunding?"
           | 
           | 1. A demo is a promotional product. It has to have emotional
           | beats that culminate in strong desire for more and a call to
           | action to "Buy now!" The unedited first X-minutes of a game
           | is unlikely to hit those beats.
           | 
           | 2. A demo should be like a chocolate box, filled with
           | delightful surprises, sampling the game. The first X-minutes
           | of your game should be like a gentle hike into the woods,
           | easing the player into the game's setting, mechanics, etc.
           | 
           | 3. Refunding requires purchasing then taking action to
           | reverse course. Furthermore, that action isn't entirely
           | comfortable for many. That is, most people are honest and
           | don't want to abuse refunds. A demo works in the opposite
           | manner.
        
             | gbear605 wrote:
             | According to the article, this is _not_ a demo. This is
             | just the first ninety minutes of the full game. So this
             | can't offer anything that your game itself doesn't offer in
             | its first ninety minutes.
        
         | tux3 wrote:
         | Players can already just download the full game before
         | purchase, for the majority of games people play
         | 
         | This is just more convenient, so it makes it more likely to
         | convert into sales
         | 
         | If the game can't keep people wanting to play it more than a
         | couple hours, and players decide they don't want to buy it
         | anymore, they could already do that with a refund.
         | 
         | Making games more convenient to play always increases sales, if
         | you think there's any chance at all that the product you're
         | selling is worth buying.
        
         | ericd wrote:
         | Anecdotal, but as a kid with no money, demos were super
         | important, and 100% of my purchases were from games whose demos
         | I'd played. I hope your effort in making a demo has been
         | rewarded!
        
         | p1necone wrote:
         | I don't think the statistics are really communicating what you
         | think they're communicating. I have hundreds of games in my
         | steam library, a lot of which I've either not played at all or
         | only played for like 30 mins or so.
         | 
         | This doesn't mean I actually _want_ games to only have ~ an
         | hour of playtime, it 's just that they were all either very
         | cheap or free through things like humble bundle. So I grabbed
         | them with the intention to play them later when I feel like it
         | and maybe messed around in them for a little bit to see if I
         | felt like properly diving in now.
        
       | hinkley wrote:
       | I asked for a refund recently at around 2 hours into a game,
       | because it kept locking up. I thought it might be my computer but
       | the internet is full of people with the same problem.
       | 
       | For a launch title, these things are common now. But this was a 2
       | year old game.
        
       | aleksiy123 wrote:
       | Seems a like a logical next step given it was pretty much already
       | supported with their instant <2hr played return policy.
        
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