It's not like demo's are wholly representative of games all the time either. Remember the Brutal Legends demo? Ended up nothing like the full game. The end goal of a demo is to sell the game, and so dev's are going to represent their game in the best way possible, even if that doesn't give a full view of their game.
That's a
completely separate issue. There's a small minority of games for which the demo is not representative of the final game. That doesn't invalidate the vast,
vast majority of games for which a demo will give you a pretty accurate idea of what to expect.
People on forums are going to go around shitting on games and developers no matter what happens. Providing demo's isn't going to stop that. The only difference is instead of buying the game and then shitting on it the person plays the demo and shits on it. Which sounds better to you from a developer perspective?
And in an industry as cut throat as this one, is it really a good idea to worry a lot about garnering good will for your next game when you have a game out there right now on store shelves that you need to sell to stay in business?
No, bullshit. People don't, as a matter of course, "shit on" games based only on the demo. People might be critical, and the initial reaction immediately after playing the demo might be pretty intense, but people don't carry it around with them. If people don't like a game's demo, you'll tend to hear them say "I tried the demo and it really didn't grab me", or "I really didn't like the demo". You
don't often hear, "I tried the demo and this game is a total pile of shit. Fuck you, [developer]."
When people have that kind of emotional reaction to a game, there's a reason for it. And a pretty good reason is "I spent $60 on this game and didn't have any fun with it." It's not the
only possible reason, and there are a number of reasons that a demo
won't do anything to help with. Nobody ever hated a game
because it released a (properly representative) demo.
And of
course it matters that you foster good will and a sense of respect toward your audience. It's fucking
insane to think that it doesn't matter. If you need to sell copies of your game to stay in business,
and the only way you can sell enough copies to do that is to trick people into buying a game that they don't like, then what the fuck are you going to do
next time, when you need to sell enough copies of your
next game to stay in business? Try to find a different batch of people to trick into buying your next game? How long is that going to work before you run out of people who are willing to buy your game, sight unseen? And what happens if you actually release a
good game, only half the audience who would have liked it still feels too burned by your previous games to ever give you that kind of support again? Devouring the future to sustain the present is never going to result in long-term success.
If you can't stay afloat with your current business model without pulling the wool over the eyes of your audience, then you need to scale down your operation and make games that are small enough that your core audience can sustain you. Build yourself up the honest way, and you won't
have to feel like you need to disrespect your audience just to stay alive.
Once again, why would you limit sales to people who only are going to like your game? The same people that liked the game will be in that larger sample anyways. Why limit yourself? Those people aren't just going to bail next time if they liked the previous game.
Like I said, demo's are great for consumers since we get to see if something is worth buying or not. But the AAA gaming industry is one that feeds off hype to get sales, and demo's are often counter-productive to that end.
You should limit sales, as much as possible, to people who like your game, because then you actually
know how many people are loyal fans. You have
meaningful information to work with, regarding your fanbase. And when you make your
next game, you can make a realistic budget, and set realistic sales expectations, knowing the approximate size of your core, loyal audience. You'll be able to keep those people for years, across a number of titles, and you'll have a stable, reliable income stream, so that you're not betting the farm with every game, hinging your entire company on not only being able to match, but to
exceed the sales of your previous game, in a cycle of perpetual growth that is inherently, inevitably, and
always unsustainable.
If you sell your game to anyone and everyone who you can possibly convince to buy it, whether or not they'll actually like the game, then you are at a distinct disadvantage for your next game because you have
useless information - or even
worse than useless information, you can have information that is completely misleading. You can't budget for your next game based on how many people bought your last game, because for all you know, a third of the people who bought it thought it was a pile of shit, and just won't be there for the next game. You don't know if those people will be more vocal, or more persuasive, than the people who actually liked the game, which could further depress sales. Your only option is to really crank up the marketing machine, and to try to keep even more of your game out of the hands of your prospective audience, and to just
hope that you can trick as many or more people as you did with the last game. What you end up creating for yourself is a volatile business model, with no steady ground to stand on, driven by business practices that are inherently unsustainable, and which alienate more and more people with ever release.
People notice the difference between a company that treats them with some amount of respect, and a company that treats them as a walking bag of money to be exploited. And those feelings don't often manifest themselves in a noticeable way over the course of one or two game releases, but over time they build up a lot of inertia. If you build up a loyal fanbase who feels respected, they will
stay loyal for quite a while, even if you stumble or go through a few hard years. And if you make people feel as though they're nothing to you but a purse to be raided, then they're going to let you fall,
hard, as soon as you make any sort of mistake.