[HN Gopher] Steam Now Offers 90-Minute Game Trials, Starting wit... ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2023-05-16 23:00 UTC)