Former Nintendo Executive Discusses Nintendo’s Culture
dromble.com
dromble.com
If you read Patrick McKenzie's recent article on "Doing Business in Japan" you can get some better context of just how rigid these 'Kyoto-based' must be:
http://www.kalzumeus.com/2014/11/07/doing-business-in-japan/
The reputation I heard from inside japan when I lived and worked there wads that of "weirdness" rather than being necessarily more heirichical. I don't think it's a linear "even more Japanese compared to USA standards" thing going on. They're known for being more cultish and wacky in their own ways, like Kyocera employees' fanatical effort into their annual all company sports tournament.
I can see how this weirdness and cultishness might be seen as being "more hierarchical" from a non domestic person's eyes though.
Western companies are just as bad in these respects as their Japanese counterparts.
I think it's an interesting read for anyone involved in digital marketplaces or who offers free trials of their product.
That's an interesting attitude.
I rather play nethack, than write it.
1. Demos provide enough of the gameplay to satisfy your curiosity
2. Demos let you discover that you won't like a game without buying it
However, I'm not convinced that the sales study actually includes enough data to establish correlation at all. Simply breaking down sales into groups (trailer/demo+trailer/demo/nothing) overlooks other differentiators that can have a major impact on sales.The biggest one to my mind is simply the budget of a game. An indie game has no chance of selling equivalent units to a AAA game with a giant marketing budget. A demo may seem more prudent to an indie developer (or not), since it can be done on spec rather than requiring money to actually change hands. Yet, demo or not, it will never touch the sales level of a trailer-only AAA game. A more informative study would account for these factors.
I seriously cannot understand why any console maker doesn't go all out and focus on the customer. Tell publishers to either make a reasonable demo, or accept that people buy the game and can get a refund if they've played it less than an hour.
It doesn't seem that unreasonable to expect:
- Reduced cost, since there is one fewer middleman, no breakage or unsold inventory and no shipping (although it must be said that the costs to serve game downloads is not really that much cheaper than storefronts)
- Trial periods or return windows, as hvidgaard mentioned
- Resale and gifting
These all seem like missed opportunities to me. Developers bemoan the used game market, because it means that a game which 10 million people played only pays them for 2 million copies. Oh, and they have to provide support and services to all 10 million people or reap the whirlwind.
Rather than try to get sales to 10 million units (which will never happen for various reasons), how about 4 million? I guess there will always be someone saying "well, if we just didn't allow digital sales to have return windows..."
Ouya used to require every game to have a demo or to be free-to-play. They ditched it[1]. I believe MS still has the mandatory demo on Xbox live arcade (digital only games) but only for the 360 titles, they allow publishers to decide for the XB1 [2]. I cannot possibly know their reasons but my guess is that demos are expensive to make. Giving a refund has not been tried as far as I know but Sony had something similar with one hour limited full games for free. I believe they stopped releasing these few years ago. Again, I don't know their reasons but my guess is that it was not driving a significant number of additional sales.
Right now you can Share Play on the PS4 and watch game streams everywhere so the utility of demos is even less than in the 7th generation consoles.
[1]http://www.computerandvideogames.com/455402/ouya-ditches-fre...
[2]http://www.nowgamer.com/xbox-one-demo-policy-hasnt-changed-t...