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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.
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.)
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.
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.
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.
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/
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.
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
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. :-)
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
-
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.
And what you mention here...
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.