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	<title>Comments on: The Art of the Demo</title>
	<atom:link href="http://gamesareart.com/2008/02/17/the-art-of-the-demo/feed/" rel="self" type="application/rss+xml" />
	<link>http://gamesareart.com/2008/02/17/the-art-of-the-demo/</link>
	<description>"What we play is life." Louis Armstrong</description>
	<pubDate>Thu, 08 Jan 2009 04:19:29 +0000</pubDate>
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		<title>By: Patrick</title>
		<link>http://gamesareart.com/2008/02/17/the-art-of-the-demo/#comment-4315</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Mon, 25 Feb 2008 17:50:45 +0000</pubDate>
		<guid isPermaLink="false">http://gamesareart.wordpress.com/?p=328#comment-4315</guid>
		<description>Yeah, Steve there looks like Trent Reznor.</description>
		<content:encoded><![CDATA[<p>Yeah, Steve there looks like Trent Reznor.</p>
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		<title>By: Dandriel</title>
		<link>http://gamesareart.com/2008/02/17/the-art-of-the-demo/#comment-4296</link>
		<dc:creator>Dandriel</dc:creator>
		<pubDate>Tue, 19 Feb 2008 03:40:54 +0000</pubDate>
		<guid isPermaLink="false">http://gamesareart.wordpress.com/?p=328#comment-4296</guid>
		<description>You couldn't said it better. Doing demos is really an art. In my opinion, doing a demo is one of the most great risks that you can take in the development of something. Why? It's very simply: using a videogame as an example, if the people likes your demo, then they'll buy the final product without any doubt, running the risk that the complete game sucks... but they bought it, and you earned money. 
But if your demo sucks, then they'll not buy your game, because they asume that it will SUCK... but, if the complete game doesn't? You have lost consumers... 
And, what about if you didn't release any demo? the consumers don't know if your game sucks, so, maybe, they'll buy it, because they like your marketing campaign, i.e.
So, concluding, be sure you'll release an extra-mega-hyper great demo... or don't do nothing. A sucking demo can broke in pieces your super-über-twoyearslong publicitary campaign.
So, doing a demo is important as or more important than the final product. 
That's my vision from a consummer that wants to become a producer someday.</description>
		<content:encoded><![CDATA[<p>You couldn&#8217;t said it better. Doing demos is really an art. In my opinion, doing a demo is one of the most great risks that you can take in the development of something. Why? It&#8217;s very simply: using a videogame as an example, if the people likes your demo, then they&#8217;ll buy the final product without any doubt, running the risk that the complete game sucks&#8230; but they bought it, and you earned money.<br />
But if your demo sucks, then they&#8217;ll not buy your game, because they asume that it will SUCK&#8230; but, if the complete game doesn&#8217;t? You have lost consumers&#8230;<br />
And, what about if you didn&#8217;t release any demo? the consumers don&#8217;t know if your game sucks, so, maybe, they&#8217;ll buy it, because they like your marketing campaign, i.e.<br />
So, concluding, be sure you&#8217;ll release an extra-mega-hyper great demo&#8230; or don&#8217;t do nothing. A sucking demo can broke in pieces your super-über-twoyearslong publicitary campaign.<br />
So, doing a demo is important as or more important than the final product.<br />
That&#8217;s my vision from a consummer that wants to become a producer someday.</p>
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