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Misenna 1 Aug, 2018 @ 5:03am
[Suggestion] Trial-Period for All Games
This person would humbly like to suggest to add to all games presently available a time-trial. The added value of considering to implement such functionality to all titles is two-fold:

On the one hand would it allow for a reasonable* period of time to play the game before buying* it. On the other hand there is no burden on Steam as concerns the necessity develop a specific solution in order to make such option available. There is the 'Free Weekend' option, which, in effect, is already a time-trial for a particular title made available for a certain amount of time.

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*reasonable: It could automatically be calculated and set to an amount of time which allows a prospective buyer to make an informed decision as to whether he or she would buy it after said period is over. It could also be done manually by allowing developers/publishers to set the amount of time made available for their titles.

*time: To determine the amount of time as such, the expected total amount of playtime of an average player could be taken as base value. Say a title amounts to 28 hours of total playtime. A reasonable amount to gain a good impression and being able to make an informed decision towards whether one should or should not buy would then be anywhere between 2 and 4 hours. (These 2 to 4 hours are for sake of example ...). If the decision would be up to the developer/publisher to make that determination, and maybe even if it were set automatically, there would always be the opportunity to tweak the length so it 'fits' the title in question.

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*buying: As there is the possibility to buy a game, play it for less than or equal to two hours and find it isn't for you, or haven't played it, or haven't been able to play it at all, there is the option to redeem the tile. This then takes a certain amount of time until the request is processed, and again until the amount paid is credited to your account. When having a trial-period in place, this could also undergo a change. If, at the end of the time period, a title has been worth a buy and is bought, the option to request a *redemption of a Steam key could be stricken. as it is expected to have been an informed purchase based on one's own first hand experience.

*redemption: This option in that case should be reserved an made available only if in a title there exists a/any number of game-breaking and/or general bug/s to such extent, that it makes it impossible to keep playing without lots of frustration involved. Another case in which the option to request redemption could be left as an option is when a direct buy without taking advantage of the trial-period has taken place. (Then again, if someone blindly buys a title, this could be a point to argue whether it would really make sense to retain this functionality. They could have tried the game before buying, as an argument. Taking this into account, if - under such circumstance - a request is made, it could be processed and granted as a gesture of goodwill.)

For the purpose of adding yet another and final argument speaking for the realization of this suggestion, there is one last point this person wishes to add. If such functionality were available, it would help Indy developers to gain more exposure, which holds the potential to push sales. Additionally the number of reviews based on either the trial experience or the full version will likely increase, giving them insight as to whether and why someone has/has not bought their title. For the established publishers/developers the same holds true, they also learn what a gamer has to say and how to improve the title so sales will increase. If not on that, so hopefully on the future title in their pipeline.

- tl::tr -
In short, there is a trial period in the form of 'free weekend' in place. It has the potential to be applied to all available titles in the store. There is huge potential to lessen the workload and cost involved when not having to deal with request to redeem keys. For developers, the benefit is to gain exposure, to increase potential sales, there is no need to create a demo version (which they do exist but this means additional workload with little benefit and value for prospective buyers/customers). Lastly, we, as customers, can then make an informed decision whether it is worth the money for us. What matters is that It should benefit and be a win-win option for all parties. (And this person would lie not to mention that it should be most beneficial to us as customers.)
- tl::tr.end -

So, what say you, community?
What say you, developers?
And, what say you, Valve?
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Showing 1-15 of 31 comments
Gwarsbane 1 Aug, 2018 @ 5:25am 
That is 100% up to the developers of the game if they want to do that. Go ask them in their discussion areas. Valve will not force this on them. And they will not see this posted here as they have no reason to look in this area for suggestions or ideas for their games.
Crazy Tiger 1 Aug, 2018 @ 5:39am 
You mean like the demo's of yore?

As Gwarsbane said, that's up to developers/publishers to decide. Free weekends are something which developers decide to opt-in to.

While I do miss the demo's of the old times, I realize that they had impact due to the smaller exposure back then. Now with the widespread internet, youtube, reviews, etc it's so much easier to find out if a game is suitable or not.

It's also hard to establish what a sensible timeperiod would be. As per your example, an average of 28 hours. A quick player could finish the game in maybe 20 hours. A trial of 2-4 hours is a significant period then and it could well mean that the player doesn't purchase it, because he played it enough. So, no sale.
Another example, a standard Paradox/SI Games game. How do you establish an average in a game like Europa Universalis or Football Manager?

And lastly, refunds. By having this system, people essentially give up refunds (free weekens also count towards the limit, if I'm not mistaken). I see no stance on that.
Misenna 1 Aug, 2018 @ 5:56am 
Gwarsbane: Re developers. Some might take a look in here as well, who knows? As it is, if this person were to ask on each forum whether a publisher would consider to opt-in and offer such functionality, it would take considerably more time than to suggest it here, and see and hear about others opinions. If the general consensus turns out to be that this is never going to happen, than it shall be so. ;-)

Also, there is no suggestion that it should be forced on developers and publishers. On the contrary, and even if for sake of discussion we are to assume that this becomes an option and is implemented without asking for consent - it would still benefit those parties who publish their games on this platform. Meaning, that it is more likely than not that it is going to attract people to buy a title at the end of trial-period when faced with the client-message:

'Your trial-period has ended, would you like to buy/delete'

Also chances are more likely for this to be happening, as the prospective buyer who has downloaded a substantial amount of data on their HDD are more likely to pay the full price instead of deleting and waiting until it becomes a cheaper title. (Which in some case never happens, but that is truly something a publisher should decide.)
Last edited by Misenna; 1 Aug, 2018 @ 5:56am
SpunkyJones 1 Aug, 2018 @ 6:03am 
It has been shown that demos decrease sales, so the publishers have no incentive to allow this.
Start_Running 1 Aug, 2018 @ 6:13am 
OP. The fascility for this already exists. Publishers simply have to elect to use it. None do.
It's not really a sales pusher. quite the contrary. It was one lesson they learned from the 90's.

Also in the 90's it was easier and cheaper to provide a demo than a highquality video trailer.
Crazy Tiger 1 Aug, 2018 @ 6:19am 
As I've said before in other threads, I loved the demo discs that came with magazines. Some games I ended up purchasing, but often enough the demo's were enough to keep me busy.

I could see the same thing happening when it's done digitally. Not every game has to be finished, it's all about "playing enough". And that'll defo hurt sales.
Misenna 1 Aug, 2018 @ 6:30am 
patje.lol: The process of determining the proper length of a trial-period for a given title, specifically in the beginning, will not be easy. And - as by your pointing out Europa Universalis or Football Manager - this might turn out to be virtually impossible to make it fit. These titles then would be a better candidate for a free weekend, initiated by publishers than anything.

The counter argument offered would be, that the majority of titles isn't falling into the above bracket of games, and as such aren't offering that much depth, complexity and game-length per say. Once there is sufficient data, which - given the number of active accounts and the availability of detailed play time in general, it should then not be that hard to determine a sensible length.

Making an argument towards keeping the general availability of redeeming a steam key on free weekends, it would also make sense to no longer grant any request, as there should be even more time available to make an informed decision. Mind you, it is not about giving up any rights in the direction at all, as there are a number of factors that would warrant to grant it without questions asked. This are, as was mentioned, game-braking or general bugs in such numbers, that continuing to play is hardly possible. The argument that publisher fix bugs should not be applicable, because there are so many that don't even care or make an effort towards fixing anything at all.

Re demo. Yes, demos had their place back in the day. One could gain at least some impression, limited in nature most often, and - with luck - it was an actual level that was to be found in the release. Time-trial periods may fall under the same category as demos, yet they are different in that no effort has to be made to 'waste' resources to create a specialized version, which - now and even back than - would hardly have an effect on the number of sales going up.

Yes, it is also true that there are resources out there such as the ones you mentioned, that should allow to gain an impression of a title and make a somewhat informed decision based on that. Yet, even then there is people such as this person who done exactly that, when time come and a title has been bought, that the own experience was completely different and has once ended in the asking for redeeming the key which was granted. So, this should also be taken into consideration.
SpunkyJones 1 Aug, 2018 @ 6:34am 
It wasn’t about wasting resources while creating demos, though that contributed to the overall cost, they found that demos reduced sales.
Falsus Te Deum 1 Aug, 2018 @ 6:39am 
Demo's like this one?
https://store.steampowered.com/app/379720/


Look to the right of store page and a button called download demo. Search store page with Demo and you get a lot of game's with demo.

Another ex.
https://store.steampowered.com/app/589120/Danganronpa_V3_Killing_Harmony_Demo_Ver/
Last edited by Falsus Te Deum; 1 Aug, 2018 @ 6:58am
Originally posted by Start_Running:
OP. The fascility for this already exists. Publishers simply have to elect to use it. None do.
Are you sure about that? If literally nobody is using it, would you mind sharing the information that indicates it exists?
Gwarsbane 1 Aug, 2018 @ 7:14am 
Originally posted by Misenna:
Gwarsbane: Re developers. Some might take a look in here as well, who knows? As it is, if this person were to ask on each forum whether a publisher would consider to opt-in and offer such functionality, it would take considerably more time than to suggest it here, and see and hear about others opinions. If the general consensus turns out to be that this is never going to happen, than it shall be so. ;-)

They have zero reason to look in the steam client and website suggestions and ideas area for suggestions and ideas for their games. Thats why they have discussion areas for their games.

If you had used the search feature before hand you would have discovered all this information already that this is 100% upto the developers to make a demo or make the game free for a weekend or what ever they want to do that Valve has no say.

So while it would take a while to ask every publisher for what you want, thats what you have to do because Valve is not going to ask them and the game makers are not going to see this post in this discussion area.


Originally posted by Misenna:
Also, there is no suggestion that it should be forced on developers and publishers. On the contrary, and even if for sake of discussion we are to assume that this becomes an option and is implemented without asking for consent - it would still benefit those parties who publish their games on this platform. Meaning, that it is more likely than not that it is going to attract people to buy a title at the end of trial-period when faced with the client-message:

'Your trial-period has ended, would you like to buy/delete'

Also chances are more likely for this to be happening, as the prospective buyer who has downloaded a substantial amount of data on their HDD are more likely to pay the full price instead of deleting and waiting until it becomes a cheaper title. (Which in some case never happens, but that is truly something a publisher should decide.)

Actually demos hurt sales more then they help them and thats not just conjecture, thats an actual claim from game devs.

https://www.google.ca/search?num=100&source=hp&q=game+demos+hurt+sales&oq=game+demos+hurt+sales
Misenna 1 Aug, 2018 @ 7:33am 
Originally posted by SpunkyJones:
It has been shown that demos decrease sales, so the publishers have no incentive to allow this.
Yes, it has! Yet, this person is of the opinion that there is a difference between a demo and a time-trial.

A demo, which was used to showcase upcoming games, has given the opportunity to try some part of said game. The problem with demos and why they turned out to be harmful rather than pushing sales is that, what a demo was offering in terms of content was subject to change and may or may not be found in the actual game whence it reaches release status. So, of course, back in the day there were customers who were voicing their dissatisfaction up and down the wonderful world of BBS or print magazines, how they expected this to be in the actual game or that and in effect how they wasted their money. Which, in turn, may have had an additional impact on sales.

A time-trial on the other hand, and here it would be interesting to know more about the general availability as was mention by Starting_Runner of such option (besides free weekend), has none of these problem. Here the person who tries is confronted with what there is, for a given time, without cost or effort involved.

In conclusion one could liken time-trial to free-weekend, or, video/game rental stores. The only limit in place is time - and, yes - in the past there have been demos of such nature as well ;-) -. So it makes it a WYSWIG than anything. In any case this is an offer to overcome the Demo idea, which they do exist already, which this isn't about. :-)
cSg|mc-Hotsauce 1 Aug, 2018 @ 7:35am 
How does this benefit the publishers and developers more than the free week/weekends they can opt into right now?

:qr:
Misenna 1 Aug, 2018 @ 8:28am 
Originally posted by cSg|mc-Hotsauce:
How does this benefit the publishers and developers more than the free week/weekends they can opt into right now?

:qr:
It should benefit a publisher in that, when a game is made available in such way all the time as opposed to a free weekend, the number of potential buyers who give it a try should increase, which raises the chance to increase sales. This plays on the idea that once a title is on the HDD and it has been found that the title is a match (for lack of a better word), a sale will follow than is the case otherwise. The important thing to note is that this means increased chance to make a sale on a title at retail price, not %-off deals.

To summarize:
No cost involved
Increase of interested buyers
Increase of sales
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For independent developers/publishers:
Increased attraction to their title
Increased chance to gain input and opinion on their title
Increased chance of making a sale

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Free weekends are great, yet not everyone is always able to participate in them at that particular time. Since it has been mentioned numerous times, it would be interesting how those free weekends have impacted sales. Is there any data, would anyone know? This, even in its limited applicability, should give somewhat of an idea how this could also impact a proposed time-trial in the positive or in the negative.
cSg|mc-Hotsauce 1 Aug, 2018 @ 8:36am 
Users don't have access to the data on what impact free week/weekends has on sales. Valve and the devs/pubs do.

And what you mention here...

Originally posted by Misenna:
To summarize:
No cost involved
Increase of interested buyers
Increase of sales
-
For independent developers/publishers:
Increased attraction to their title
Increased chance to gain input and opinion on their title
Increased chance of making a sale

Is exactly what the optional free week/weekends do already. It is not their fault that users weren't able to play it during the free times.

Having a trial whenever a user wants to play the game to test it out is what demos are for. Those are also optional for the developers.

:qr:
Last edited by cSg|mc-Hotsauce; 1 Aug, 2018 @ 8:36am
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