This is a cool conversation, but just a quick heads-up to make sure it doesn’t turn into “what games did I not like” as opposed to getting into the details and specifics of creating a game that matches the promise of the demo.
I like Mara’s point about how when you go into the first few chapters of a game, the possibilities can seem endless, but after you play, you can perceive more of the limitations of a game, which could lead to disappointment, regardless of the game. For those who have been disappointed by a demo, do you think part of the problem could have been solved by a longer demo? In part I wonder whether the issue is actually the issue of creating a satisfying resolution in the last chapter of the game.