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Research Week - Day 3 - Should I Do A Demo?
4 years ago - Edited 4 years ago3,123 words
My intention today was to read a bunch of articles about how and when I should release a demo. I ended up getting through a single r/gamedev post-mortem and some of the comments before running out of steam!

Honestly, already this is getting mentally exhausting since I really don't enjoy the marketing side of things at all - a common sentiment among indie devs - so I might have to rethink how I go about it. Maybe doing like one day a week, or an hour a day, or something, rather than focusing wholly on it for five days in a row, as was the intention. We'll see.

Today, though, I want to try to answer a couple of questions that are currently acting as roadblocks for my development of Atonal Dreams: When should I release a demo? and What platforms should I release a demo on?

I'm at the point now with Atonal Dreams where the gameplay mechanics (battles) are pretty much in their final form, but they need testing, so I should probably get some feedback about them before starting on the narrative elements (plot scenes, more areas, etc). I'm unsure though whether this should be done as a public demo or as a private alpha test with a few chosen people (likely my patrons), and whether that should be on Steam or another easier-to-upload-to platform like itch.io.

So that's what I'll be looking into now.



Google, "indie game when should i demo"?! INDIE GAME WHEN SHOULD I DEMO??? TELL ME GOOGLE!!

The first result is a post in r/gamedev (feels like everything I need is in there so why look anywhere else, but whatever!), helpfully titled ∞ Should you release a demo of your game? A post-mortem for an indie game demo (with stats) ∞.

Wow, a quick skim shows that this is a long post with lots of data. "TL;DR: Yes", it begins.

Oh, Death and Taxes, I've actually seen a youtuber playing that! ∞ It's got almost 1000 reviews on Steam ∞, so it clearly sold quite a bit. Interesting, especially since it sounds from this post like they started from a place of complete anonymity (their Twitter account had like 30 followers, they said).

They talk about putting a demo on itch.io, and getting attention to it by being in the top 30 Most Recent section on the site.

We also decided (or rather, I did?) that I'd write devlogs on itch every week on Wednesdays and we'd release them right when (hashtag)IndieDevHour is happening on Twitter and other social media sites.


I've never heard of (hashtag)IndieDevHour. From ∞ indiedevhour.com ∞:

(hashtag)IndieDevHour is a weekly Twitter event, where people and companies from many game development and gaming related tags join in together to share experience, show their work, discuss various topic and just chat. Everybody is welcome!
Tweet using (hashtag)IndieDevHour tag every Wednesday from 7PM (UK time) to join the main event!


Oh hey, that's today! I don't really have anything to share today though, unfortunately. I wonder whether releasing my dev logs on Wednesday rather than the weekend might be a better idea? I've been noticing I tend to have a creative slump in the middle of the week anyway...

We got a few hundred views in total from all of that ...


Makes me wonder how worth it it is, though.

This post talks mostly about the results of the demo, though it's unclear to me the stage the game was at when the demo was released, which is the key concern for me at this point.

Interesting; ∞ the one video I saw of this game is also the one that they link to from this post ∞ and which seemed to be a huge boost for them. That youtuber (GrayStillPlays) gets a lot of views.

Death and Taxes was designed from the ground up as a game that would appeal to content creators.


...they note, in bold, and this has been very much on my mind these past few weeks. Content creators are crucial for achieving big audiences for obscure or nichey games, and Atonal Dreams isn't the kind of game that they'd be able to play with in the way that'd make for a good, casually-watchable video. I've been planning a couple of different projects specifically with how they'd be played by content creators in mind, and honestly I'm eager to get Atonal Dreams out of the way so then I can start work on them.

But that's for later. For now, I can't just drop Atonal Dreams, so I need to figure out how to make the best of it that I can. I'm just glad I decided to go down the Atonal Dreams route rather than devoting years to Divine Dreams!

As days came by, more and more videos about our game started to pop up. We're at 6 (I think) so far. And note that this has been completely organic. At this point we haven't done practically anything other than tweeting about our demo being available on itch.io and people finding it on their own.


This is important considering what I talked about in the previous post. They didn't push for any marketing; they barely did anything. But someone picked it up of their own accord and everything happened naturally.

A couple of problems here. Our first and foremost goal is to release on Steam. We did not have a Steam page ready for such a surge in visibility, as we weren't planning on starting our marketing push till the end of October. We also did not have a lot of materials ready for our storefront(s) and our website was still clunky af - the only thing there was the chance to sign up for a newsletter, not even a link to itch.io was there.

Key takeaways:

Would we have had the same kind of exposure if it would have been covered by a smaller content creator?

No.

Would we have had the same kind of exposure if we hadn't released a demo?

Nope.

Would we have had the chance for this kind of exposure without a demo?

Absolutely not.

Would we do something differently?

UM. YES. Have a better landing page, have a Steam page up, have the infrastructure ready to funnel views into the Steam page.


Also important: this kind of attention is like a lightning strike; rare in the first place, but so brief even when it does happen. If you have no way of 'capturing' the audience it draws in, then it might as well have not happened at all.

So I think I definitely need to have a Steam page set up ASAP, before building up any attention, so then if people do hear about it and like what they see, they can wishlist it. Wishlists are used by Steam's algorithm to determine which games to show to browsing customers, and (I'm assuming) people who wishlisted a game get informed when it's released.

This article also talks about itch.io's featured list quite a bit though, and being featured highly in it, so it seems like having a Steam page set up and some version - or page - on itch.io might be the best thing to do? I've also read that itch.io is way easier to set up on (no days of filling in damn forms with your dog's cousin's secondary social security number and stuff), though I don't know much about itch.io in general (I've never used it) so I'll need to look into that in more detail.

They mention excitement about how people seem to read the devlogs they posted to itch.io, because they got view counts of between 180 and 500. Really puts things into perspective! I've been feeling crappy for a while because these blog posts have only been getting a few hundred views, but only because it's relative to what they used to get. A student fresh out of university with a small flat of their own would be overjoyed by it in a way that someone who'd just lost their mansion wouldn't be. It's all relative. But it's interesting that these devlog views were enough for this game to succeed.

They also mention some Twitter stats; mine are a bit higher (about twice as many likes).

We're only talking about itch.io for the new demo. Why? We still had no idea whether or not it's a good idea to release a demo on Steam. We're only talking about itch right now. There are a looooooooot of arguments, especially on r/gamedev that assert that it's not a good idea to release a demo for your game ESPECIALLY on Steam. I will be covering this in another post because 99% of those arguments are firm bullshit.


I've passively seen some chatter about how DEMOS ARE A BAD IDEA, and this is why I've been stalling for a few weeks, and why I felt the need to research it to maybe decide on something. I'm not familiar with those arguments, but I wonder how many are from developers who've attempted to release demos nobody was going to play anyway (bland, amateurish games like every other with nothing to draw people in), who are bitter about the lack of response and blame the method.

They mention that they got significantly more interest in a WebGL version of their demo on itch, which plays in the browser and as such doesn't require download, installation, etc. In behavioural psychology, there's a concept called response effort, which I think about a lot. It's fairly commonsense: the harder something is, the less likely you are to do it. So if you want to maximise desired behaviours, make them trivially easy, and if you want to reduce undesired behaviours, put obstacles in the way (put the chocolates you're snacking on in a locked box, leave your musical instrument out right next to you). Flash games surely did as well as they did beacuse the barrier to entry was trivial; all you had to do was click on the game's page, and you could play it. WebGL allows for this too.

Would Atonal Dreams work as a WebGL version? I don't know. I wonder whether sites like Kongregate allow WebGL browser games these days. Hmm.

You should probably release a demo if you have no other way of generating visibility for your game and/or if you have a very limited marketing budget. If you're an indie dev and you have a first playable version out, at this point, unless you're being published, you probably will have zero resources to actually generate traction for your game. Posting into gamedev groups, having a Facebook (is it written FACEBOOK now instead?)/Twitter/etc. account is going to be an uphill battle because you're probably going to start out at zero. When we started at the end of August this year, we literally started at zero.

...

When you do decide to make a demo, make sure that you are showing enough of the game for your players to be interested in it, so you leave them wanting for more: don't show off everything you have. And likely, you won't be able to, because when you're thinking about a demo, a lot of your game is probably still unfinished.

...

Is there a winning formula for when to release a demo? Well, no. From other examples that I've seen, for example from u/koderski right here on reddit, or Crying Suns or Book of Demons: you should be releasing your demo before you release your full game, and then consider whether or not to keep it up after your game releases. If your objective is to generate traction I suggest getting a demo out rather sooner than later, but not at the expense of the full game.


Long quote! So there's (obviously) no simple answer to the question "when should I release a demo?". Atonal Dreams has its basic mechanics down, but essentially none of the story or explorable content implemented. Just a bunch of monsters to fight. Would this be enough for a demo? Would it be wise to release that on itch.io, and/or Steam now, and gradually update it as time goes on, to gradually build up traction? Or should I wait until the game is almost done first, so as to not lose any interest that might be attracted to it? That's a long while off, though.

Unfortunately, this doesn't make it clear. Let's see what the comments say.

I'm guessing this represents the general don't-do-a-demo standpoint:

A demo can help with visibility, but it can also eat up sales. This is something I have personally seen where sales just stop as soon as a demo is added where you might have thought they would improve. If your game does not have incredibly strong ability to convert people from demo to full version with very careful hooks to get them wanting to play more you will more likely make a demo that satisfies people enough that they do not feel any urgency to buy the full version. Of course having more visibility probably combined with overall higher units sold is probably better. Though I am still in camp no-demo since making a demo that converts well without making people angry is too hard for me. Your experience with demos may be more of an exception than the rule.


I ported MARDEK to Steam hoping it'd boost interest in Atonal Dreams, but it had the opposite effect because it scratched the itch enough that people were satisfied and left. Perhaps a demo would be similar? I suppose it depends on what the demo contained. Maybe it should have a bit of plot with a cliffhanger. Hmm.

Actually I suppose it depends a lot on the genre, too. Someone releasing a generic mobile-style puzzler with 100 similar levels in the final version and just 5 in a demo might be less likely to see conversions than a narrative experience which introduces some characters and a situation and leaves the player wondering what happens next. Hmm.

I see some arguing in the comments about ∞ a video from 2012 which talked about why demos are a bad idea ∞, which seems familiar to many of the commenters and likely strongly influenced their opinion on demos. It was refuted by the OP by saying it's irrelevant now and it wasn't even that relevant to small indie games then... Not worth talking about here. The anti-demo people aren't producing any (recent, relevant) data though.

The comments have redirected me to another article titled "The economics of making indie games are wack"; I'll keep that for later.

Someone says, based on their experience releasing a game:

Sending the demo to content creators, and being active on twitter where many of them can be found is one of the best ways to put more eyes on the project.


So that follows on from what I looked into yesterday.

On the other hand I have yet to play a full version of any game I downloaded a demo of. But maybe because I only download demos of games I am unsure about? The biggest problem for me usually is thinking how I will have to do the prologue part of the game again - so transferring saved game and showing the player they can continue from where the demo ended would is crucial for me personally.


Relevant for the demo of a story-based game. Makes me wonder whether a short, separate prologue demo for Atonal Dreams might be best (and my mind fills with ideas, like Collie learning the ropes from Savitr back at the Cloud-Clad Castle, or a micro-adventure of her own back at home after which she's accepted into the Cherubim), though that's (much!) more work.

The OP replied to say that even downloaded demos that don't lead to eventual sales at least help the algorithm to see the game as popular and promote it.

Another link to an article about a Kickstarter success... I'll save that for later.

Steam has a "Demo hub". If you release a demo you will get heavy visibility there, and I'm not making this up. In a few days we were up to 80k impressions simply because we had it up. I want to see how it peforms in a longer term, but mamma mia it has not disappointed so far. The competition in the Demo hub is much less than in the main Store hub so this makes sense. Your game will simply be more visible due to lesser saturation. So even if you do release a demo, you will get eyes on it. But do note that this is probably not the same "quality" of impressions and visits that you would get from external referrals or discovery queue or curators.


Interesting to note. And there's a lot of talk about how demos produce wishlist additions which lead to sales... but this is also being contested by other developers. The overall impression I'm getting though is that Death and Taxes dev is basing their arguments on real data and the fact that they have a decently appealing game (as the number of reviews on Steam now shows), whereas I don't know what the others have made but I suspect - based on statistics as much as anything - that their games aren't as inherently good.

This is a really long Reddit thread though, and again it's mentally exhausting combing through it because it's reminding how much of a mountain I have to climb, and how much I don't yet know. For the sake of my sanity, I think I'll end this now and maybe try to make a habit of looking into this for an hour a day or something, maybe with a post at the end of the week instead of just carrying on with this every day this week? I'll need to give it some thought. I suppose it'd make sense to do marketing research regularly though so then it becomes a constant background to how I think rather than something I avoid like the plague and stick my fingers in my ears la-la-la-ing about ("it'll all just work out somehow!!").

21 COMMENTS

LevProtter42~4Y
Interesting.
I wonder how demos created later in a games life
affect sales. eg. [LINK]
I guess you can ask Ron Gilbert.

Another thing to think about in a *kinda?* of similar vein is episodic releases. They don't seem all too common (I remember the old MARDEK plan so it reminded me).
[LINK]

I remember when KentuckyR0 came out, it was super intriguing, and I kept recalling it and taking a look at the progress. I never played it, but they got a lot of things right when it comes to grabbing my attention for more than 5 years.

Also, Patreon demos are a thing!
Don't remember where I've seen them, but they might be a good reward for low tiers.
3
Tobias 1115~4Y
I was thinking about an episodic release for Divine Dreams earlier in the year, but I decided I didn't want to devote years of my life to that and decided to make Atonal Dreams as a much shorter standalone story instead. That Kentucky Route Zero has 1743 reviews, which would be an amazing amount of sales for a game that took a year to make, though less so for something that took several!

I'd been considering asking my patrons if they wanted to alpha test what I have, but maybe if Patreon demos are a thing then doing a demo there might be a good idea?
1
LevProtter42~4Y
I think Patreon demos are a pretty good idea.
The episodic approach to KR0 is an interesting case. The game is extremely niche and some would argue not even a 'game'.
I think the episodic approach might have some merit, but trying to figure out what it may be seems like too much of a risk.
2
Tama_Yoshi82~4Y
The point having a demo specially made for content creators is important, I think. It reminded me of the various demo let's play of The Stanley Parable, which was very self-aware as being a demo, and sometimes even mentioned the let's players by their names. An important aspect was that the demo was not a part of the game, but a bite-sized "experience" that reflected the narrative wackiness of the full game (itself not that long!).
3
Tobias 1115~4Y
I just looked up a (no commentary) playthrough of the Stanley Parable, and that's extremely self-aware and expertly made! Well beyond what I'm capable of myself, and it's such a different kind of experience that essentially nothing about it would apply to any demo I could make. Something I might keep in mind for future projects where the player has a custom character rather than playing as a prewritten one, though.
3
purplerabbits147~4Y
To me it seems that the anti demo people are players and not game devs, because the way how they write seems to indicate their fustration over the game experience being disrupted by a "sorry this game is a demo and not complete come back later"

I kinda understand that mentality, but going full "no demo ever" seems like jumping to the extreme. I mean I don't think I have ever seen a youtuber play a demo and go "Yes its the end of the demo" usually its more like "Noooo it was just getting good" which is kinda the point of a demo.
3
Tobias 1115~4Y
I got the impression from Reddit that the anti-demo people were game devs, but that they were maybe either scared that making a demo would be a bad idea so they rationalised and argued for that point they'd already decided on, or they'd had bad experiences with releasing their own because their games weren't entertaining enough or something...

Do youtubers who play those demos ever go on to play the full release months later, though?
2
purplerabbits147~4Y
Yeah, some youtubers do follow through on playing demos. For example, Manlybadasshero plays lots of horror demos and then plays through meticulously when the full release is out. Markiplier played the demo of There is No Game a looong time ago and recently came back to the full release of the game.

I'm more interested in Death and Taxes since so many people played it, it'd be an interesting to see the full game. So I guess it may be good for a demo since it plants a seed for people to come back to. Its been a pretty long time since I seen it and I still remember it.
2
Wolf21~4Y
There are some interesting points here. I think you definitely should release a demo, I was just concerned about how the timing of it might affect things. You want people to still be engaged and interested in what you're doing, and having a protracted 'demo to full game' timeline might lose some people along the way even if they do wish-list your game.

I think this illuminates what sort of demo you need to release. From what I can see here, it looks as though you need something that:
1: Gives a taste of the full game without 'scratching the itch'.
2: Doesn't spoil or interfere with the experience of the full game.

With point 1, a massive part of the appeal of your games is your story and characters. I don't think a demo with just the battle mechanics will grab as many people if it doesn't have some plot and dialogue. Unfortunately that impedes point 2, but designing a really short side story could work in your favour. A side character interacting with some of the main characters and having their own small story, and that character can then play a minor part in the main game or something.

From my experience with trying demos before full games, I wouldn't want there to be more than a couple of months between the demo and the full game. I tried the demo of a Steam game called Ghostrunner when it launched and was very keen to play the full game, and it releases at the end of the month, but my excitement for it has waned significantly in the short months since playing the demo.

I suppose I don't really know anything for certain, I just have some minimal experience in marketing and I' m a 'big' gamer- or was. You're definitely going about this the right way, researching and looking into it, but you're also correct in that you shouldn't burn yourself out on this aspect of things.
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Tobias 1115~4Y
I started entertaining ideas of some separate demo story maybe following Collie and some other character... but I think that's the way feature creep lies, so it'd probably be wiser to just use the starting bit as a demo. I mean, the whole point of Atonal Dreams is to serve as a shorter prelude to Divine Dreams (if I ever even make that), so having an even shorter prelude to that short prelude seems a bit... regressive? Is that the word I'm looking for? Maybe! I should upload a demo of the demo, or maybe a demo of that demo-demo...

I was definitely intending to add some plot stuff between the battles for a demo! It's the next thing I need to do, though I've been delaying because I was unsure whether to add that before doing any private alpha testing...

I can understand the loss of interest if there's too much time between the demo and final release! Seems a lot of Kickstarters begin with a demo to encourage funding of the not-yet-finished game, so I suspect there's a months- or years-long gap there. I wonder whether being a part of the Kickstarter helps keep interest somehow.
2
Astreon152~4Y
I was precisely going to suggest using the demo as a way to temporarily quench the thirst for the full game.

You teased with a video, then game development info.

Now, you release a demo, and it can serve to both keep people interested, and attract new potential players who weren't yet aware of the game being made.

Then, you'll publish and other video of some other part of the game, more updates on game development, and finally publish the game.

Of course, there's no guarantee that it'll work 100%, but surely that's the 2 purposes of a demo: inform, and incite.

Remember that time when we got demo cd's with a magazine, or even another game ? It was designed to inform you that the game was going to be out soon, and let you try its main features to see if you liked it.
Sure, that didn't mean you'd eagerly wait for the game to come out, but when it did, you would go "oh yeah, i know that game, i played the demo, i remember it was cool", and then bought it.
3
MaxDes45~4Y
When I think of a good demo, I remember how Undertale's demo was so good that it sparked its early crowdfunding and popularity. The demo was just on the part in the RUINS, but what stuck out to me was it's great hook (meeting Flowey) and how it ended by giving you a sense that your experience was incomplete. Overall for me those elements were what made it so impactful, and intriguing stuff like that is what I'd love to see in a demo. I've played a couple demos before and most of them felt like a waste of time since they didn't use their short amount of time wisely.

Also, not sure if you heard, but Kongregate shut down and is no longer taking in new games. I know at least Armor Games is an online game portal that now uses WebGL- I think WebGL has been picking up.
2
Tobias 1115~4Y
Since I've been (finally) playing Undertale recently, I was wondering how much of it was included in the demo. Was it the entire ruins, ending with the encounter with Toriel (or whatever her name is), or did it cut out before that?

I didn't hear about Kongregate shutting down! Or now that you've spelled it out, I think I did, but didn't realise that's what the person was talking about. That's sad, but I also wonder if it'll mean that any stragglers who still hung around there might go out looking for the creators they once enjoyed on there... Maybe I'll look into Armor Games at some point. I wonder if itch.io fills that niche these days? I think maybe it supports WebGL? I'm not sure; I'll need to look into it.
1
mount201046~4Y
About Undertale, I don't want to spoil it for you, but it was the entire ruins, with a character that commented at the end if you did certain things (which is kind of Undertale's whole quirk)... I'm completely spoiled on the story of Undertale so I don't know how to explain it to you - and it is really a game that you gain most enjoyment from not reading up on...
2
Tobias 1115~4Y
I've been trying to get through Undertale for the last week or two; I'll post about it when I'm done. I think I know which bit you're talking about, and that seems a sensible segment for a demo.
1
kasheeste2133~4Y
I'm split... while I used to personally enjoy demos I honestly can't say I've done/used any since the steam refund thingy has existed; which I have used several times.
Likewise, I'm not convinced of the whole 'influencer' thing as the genre just doesn't appeal to the attention seeking. I distinctly back in 2016(?) when Muse paid some of the bigger twitch folks to try to push Guns of Icarus and it was a flaming disaster; the audience was bored to tears and on multiple occasions they'd just walk away or tab out which I personally found rather hilarious. (also didn't help that they sucked at the game and got absolutely wrecked nonstop by the vets) If nothing else whats keeping you from doing one of those gameplay videos you see on steam nowadays such that when the game is actually ready folks can watch a bit and see what things are actually about? Put on a show, don't be one of those humdrum 'I made this I know whats going to happen, he's got a funny line coming up in a few minutes if you keep watching... PLEASE KEEP WATCHING'
2
Tobias 1115~4Y
You're coming from a quite different frame of reference to me here; I don't really know what you're talking about!

I don't know who or what Muse is, and I've never heard of Guns of Icarus, but paying these 'influencer' types to play a game seems like a bad idea in general really... though I've seen some youtubers who make videos of games that have 'sponsored' the video. They're not the kinds of who play in real time with an audience though; I've never had any interest in watching those myself so I'm unfamiliar with all the Twitch culture and big names etc.

I'm unsure what kind of videos you're talking about; are these by developers of their own games, and they're posted on Steam or something? I've never seen anything like that!

Videos are nontrivial to make though and require a kind of confidence in front of a microphone or camera that I don't have. I meant to at least practice making a devlog video these past couple of weeks, but forgot; whoops!

I wonder what the data shows for how many people who watch gameplay videos go on to buy them...
0
kasheeste2133~4Y
The first part is just a rather hilarious example which I have firsthand knowledge of a developer spending a rather large sum on on promotion only to have it be entirely ineffectual. One could argue they turned to the wrong people to promote their product but at the end of that day isn't it the job of the promoter?

You don't have the steam broadcast things everywhere? How lucky... right now scrolling through the store page I see two neckbeards playing Euro Truck Simulator live (talk about boring), a 'watch the developer play' for The Survivalists (they're being chased by monkeys arguing about whether to fight orcs or explore the volcano) and a Korean playing Scrapnaut (which I've never heard of before this but lucky for me its on the steam streaming thing so I can watch a bit and see if its my kind of thing.) I'd say maybe half have a camera presence and maybe 1/3 are just the game themselves with no microphone business to distract you.

I know in my case I just don't have the energy or desire to go to youtube/twitch find a gameplay video without 30 minutes of a random person talking about random nonsense while screwing with graphics settings... but with these, I'm on the store page already and if its marginally interesting enough I might want to watch a few minutes of gameplay then its right there.

Addendum: I guess its a setting I have that causes these to be on my store page (account>prefrences>broadcasts) alternatively if you want to find a whole page of them Community>Broadcasts... they say live but I'm highly skeptical of that as I've seen the same folks playing a couple different games simultaneously dressed entirely differently talking about different stuff.
1
Tobias 1115~4Y
Interesting; this makes me wonder how much of Steam other people use that I'm not even aware of. Do you use it like a community site - like Reddit - where you scroll through some feed of recent activity or something? I've never seen these broadcasts since I've never seen anything community-related on Steam really; I just view the store pages occasionally! And even that's rare since I don't exactly browse games ever.

Maybe using it as a community is a great way to attract interest to games since people are going to be getting them from that site anyway, though it's odd that no indie devs I've seen talk about it in that way or suggest promoting there. I got the impression that it was nothing more that the place to finally sell the games in the end, after doing the promotion elsewhere.
0
kasheeste2133~4Y
Not particularly... I've discontinued using all social media be it reddit, facebook, twitter, what have you as I've found them to have been an incredibly negative force in my life. I don't need incessant whining or folks shamelessly shilling away. If I'm interested in a person or a project I can always follow directly as with you, alternatively I stumble around and look at whats in front of me.

This whole predicament reminds me of a slogan we used back when I was working in casino management (horrible industry, avoid at all costs) "We don't want people to gamble more, we don't want more people to gamble; but of those that do, we want them to gamble here." People don't go on youtube to watch a video about making beef wellington then stumble across a gameplay video and run off to buy it... it simply doesn't happen. On the contrary, people perusing the steam store are only there for one purpose; finding games to buy.

As for you not knowing of this feature I'm fairly certain it is new-ish, I've only started to notice it perhaps in the past 6 months or so but it makes perfect sense from all perspectives, the (potential)buyer gets to watch actual gameplay, not some store video with a catchy tune showing highlights that may or not reflect what the game is actually about without having to slog over to youtube and find a video that is actually informative not just some personality making a fool of themselves or speedrunner pretending like anyone cares. Easily informed customers make for more sales/less refunds making valve happy and our favorite indie devs rich.
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